### Godot version

4.0.stable.mono

### System information

Windows 10, NVIDIA RTX 2060 (Driver 30.0.14.7284), Vulkan 1.2.175 Forward+ (Editor)

### Issue description

When changing certain Global Shader Parameters (in this case, a mat4) in the Project Settings, the value sent to the editor 3D view appears to be undefined, resulting in garbage values sent to the shaders.

As an example here, I'm using a mat4 to describe global light directions for a lighting shader
Note that the shader receives a different value even when the editor is being set to the same values
https://user-images.githubusercontent.com/44537737/222551889-b7c7ca63-ef65-484c-818f-c6ce47a7d3c0.mp4

Setting the global parameter from a script does pass the correct value to the shaders
![image](https://user-images.githubusercontent.com/44537737/222552338-14582898-a76d-4ec4-b877-7b822e414901.png)

I have also determined the shaders in the editor also do not get correct values from the `project.godot` when loading the project.

### Steps to reproduce

- Create a Global Shader Parameter of mat4 type (Project > Project Settings... > Shader Globals)
- Create a shader that visualizes the value of the mat4 (`global uniform mat4 global_mat`)
- Attempt to modify the global in the same Project Settings menu, the shader will receive garbage values

### Minimal reproduction project

[GlobalShaderParameters.zip](https://github.com/godotengine/godot/files/10875801/GlobalShaderParameters.zip)

_add_warning(ShaderWarning::DEVICE_LIMIT_EXCEEDED, uniform_buffer_exceeded_line, RTR("uniform buffer"), { uniform_buffer_size, max_uniform_buffer_size });
	}
#endif 
	return OK;
}
bool ShaderLanguage::has_builtin(const HashMap<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name) {
	for (const KeyValue<StringName, ShaderLanguage::FunctionInfo> &E : p_functions) {
		if (E.value.built_ins.has(p_name)) {
			return true;
		}
	}
	return false;
}
Error ShaderLanguage::_find_last_flow_op_in_op(ControlFlowNode *p_flow, FlowOperation p_op) {
	bool found = false;
	for (int i = p_flow->blocks.size() - 1; i >= 0; i--) {
		if (p_flow->blocks[i]->type == Node::NODE_TYPE_BLOCK) {
			BlockNode *last_block = static_cast<BlockNode *>(p_flow->blocks[i]);
			if (_find_last_flow_op_in_block(last_block, p_op) == OK) {
				found = true;
				break;
			}
		}
	}
	if (found) {
		return OK;
	}
	return FAILED;
}
Error ShaderLanguage::_find_last_flow_op_in_block(BlockNode *p_block, FlowOperation p_op) {