### 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
}
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Add Shader Global Parameter"));
	undo_redo->add_do_method(RS::get_singleton(), "global_shader_parameter_remove", p_variable);
	undo_redo->add_undo_method(RS::get_singleton(), "global_shader_parameter_add", p_variable, RS::get_singleton()->global_shader_parameter_get_type(p_variable), RS::get_singleton()->global_shader_parameter_get(p_variable));
	undo_redo->add_do_property(ProjectSettings::get_singleton(), "shader_globals/" + p_variable, Variant());
	undo_redo->add_undo_property(ProjectSettings::get_singleton(), "shader_globals/" + p_variable, GLOBAL_GET("shader_globals/" + p_variable));
	undo_redo->add_do_method(this, "_changed");
	undo_redo->add_undo_method(this, "_changed");
	undo_redo->commit_action();
}
void ShaderGlobalsEditor::_changed() {