### Godot version

4.0.3

### System information

Windows10

### Issue description

sky shader accepts uniform vec3, vec4, vec3 array, but not vec4 array

### Steps to reproduce

simply pass Vector4 to uniform vec4[] from gdscript

### Minimal reproduction project

gdscript

sky_material.set_shader_parameter("v3",Vector3(1,0.8,0.5)) - v
sky_material.set_shader_parameter("v4",Vector4(1,0.8,0.5,0.2)) - v
sky_material.set_shader_parameter("v3a",[Vector3(1,0.8,0.5)]) - v
sky_material.set_shader_parameter("v4a",[Vector4(1,0.8,0.5,0.2)]) - x

sky gdshader

uniform vec3 v3;
uniform vec4 v4;
uniform vec3 v3a[1];
uniform vec4 v4a[1];

void sky(){
    COLOR.r = v4a[0].w
}
Vector<StringName> variables;
	variables = RS::get_singleton()->global_shader_parameter_get_list();
	for (int i = 0; i < variables.size(); i++) {
		PropertyInfo pinfo;
		pinfo.name = "params/" + variables[i];
		pinfo.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CHECKABLE;
		switch (RS::get_singleton()->global_shader_parameter_get_type(variables[i])) {
			case RS::GLOBAL_VAR_TYPE_BOOL: {
				pinfo.type = Variant::BOOL;
			} break;
			case RS::GLOBAL_VAR_TYPE_BVEC2: {
				pinfo.type = Variant::INT;
				pinfo.hint = PROPERTY_HINT_FLAGS;
				pinfo.hint_string = "x,y";
			} break;
			case RS::GLOBAL_VAR_TYPE_BVEC3: {
				pinfo.type = Variant::INT;
				pinfo.hint = PROPERTY_HINT_FLAGS;
				pinfo.hint_string = "x,y,z";
			} break;
			case RS::GLOBAL_VAR_TYPE_BVEC4: {
				pinfo.type = Variant::INT;
				pinfo.hint = PROPERTY_HINT_FLAGS;
				pinfo.hint_string = "x,y,z,w";
			} break;
			case RS::GLOBAL_VAR_TYPE_INT: {