### 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
}
String result;
	switch (p_hint) {
		case ShaderNode::Uniform::HINT_RANGE: {
			result = "hint_range";
		} break;
		case ShaderNode::Uniform::HINT_SOURCE_COLOR: {
			result = "source_color";
		} break;
		case ShaderNode::Uniform::HINT_NORMAL: {
			result = "hint_normal";
		} break;
		case ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
			result = "hint_roughness_normal";
		} break;
		case ShaderNode::Uniform::HINT_ROUGHNESS_R: {
			result = "hint_roughness_r";
		} break;
		case ShaderNode::Uniform::HINT_ROUGHNESS_G: {
			result = "hint_roughness_g";
		} break;
		case ShaderNode::Uniform::HINT_ROUGHNESS_B: {
			result = "hint_roughness_b";
		} break;
		case ShaderNode::Uniform::HINT_ROUGHNESS_A: {
			result = "hint_roughness_a";
		} break;