### Godot version

4.0 (.NET)

### System information

Windows 11

### Issue description

I have a global uniform vec4 in my shader. I was trying to set this value from code, using:

`RenderingServer.GlobalShaderParameterSet("vector4test", new Vector4(1f, 0.0f, 0.0f, 1.0f))`

This did not work, it seems the uniform was still at some default or invalid value. This is confirmed by running this afterwards:

`RenderingServer.GlobalShaderParameterGet("vector4test").As<Vector4>()`

Which also returns a zero'ed Vector4, not the vector I passed in.

After some time of head-scratching, I tried passing the value as a Plane instead of a Vector4. Then, it worked.

The [documentation](https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html) says that Vector4 type can be used to set vec4 shader types in GDscript (no mention of C# but I assume it should be the same). However this implementation seems to be broken.

### Steps to reproduce

Run attached project. Observe that nothing is visible. Change the line in the MeshInstance3D.cs script and observe that the plane with the shader suddenly appears when running it again.

### Minimal reproduction project

[Vector4Test.zip](https://github.com/godotengine/godot/files/11003334/Vector4Test.zip)

}
	if (features[FEATURE_SUBSURFACE_SCATTERING]) {
		code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
		code += "uniform sampler2D texture_subsurface_scattering : hint_default_white," + texfilter_str + ";\n";
	}
	if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
		code += "uniform vec4 transmittance_color : source_color;\n";
		code += "uniform float transmittance_depth;\n";
		code += "uniform sampler2D texture_subsurface_transmittance : hint_default_white," + texfilter_str + ";\n";
		code += "uniform float transmittance_boost;\n";
	}
	if (features[FEATURE_BACKLIGHT]) {
		code += "uniform vec4 backlight : source_color;\n";
		code += "uniform sampler2D texture_backlight : hint_default_black," + texfilter_str + ";\n";
	}
	if (features[FEATURE_HEIGHT_MAPPING]) {
		code += "uniform sampler2D texture_heightmap : hint_default_black," + texfilter_height_str + ";\n";
		code += "uniform float heightmap_scale;\n";
		code += "uniform int heightmap_min_layers;\n";
		code += "uniform int heightmap_max_layers;\n";
		code += "uniform vec2 heightmap_flip;\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "varying vec3 uv1_triplanar_pos;\n";
	}
	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "varying vec3 uv2_triplanar_pos;\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "uniform float uv1_blend_sharpness;\n";