### 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)

MutexLock lock(material_mutex);
	if (_is_initialized() && !element.in_list()) {
		dirty_materials.add(&element);
	}
}
bool BaseMaterial3D::_is_shader_dirty() const {
	MutexLock lock(material_mutex);
	return element.in_list();
}
void BaseMaterial3D::set_albedo(const Color &p_albedo) {
	albedo = p_albedo;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
}
Color BaseMaterial3D::get_albedo() const {
	return albedo;
}
void BaseMaterial3D::set_specular(float p_specular) {
	specular = p_specular;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
float BaseMaterial3D::get_specular() const {
	return specular;
}
void BaseMaterial3D::set_roughness(float p_roughness) {
	roughness = p_roughness;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
}
float BaseMaterial3D::get_roughness() const {