### 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
}
if (p_property.name.begins_with("backlight")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
		if (p_property.name.begins_with("transmittance")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
	}
}
void BaseMaterial3D::set_point_size(float p_point_size) {
	point_size = p_point_size;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
}
float BaseMaterial3D::get_point_size() const {
	return point_size;
}
void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
	uv1_scale = p_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
}
Vector3 BaseMaterial3D::get_uv1_scale() const {
	return uv1_scale;
}
void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
	uv1_offset = p_offset;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
}
Vector3 BaseMaterial3D::get_uv1_offset() const {
	return uv1_offset;
}
void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {