### 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
}
} break;
				case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
					pinfo.type = Variant::OBJECT;
					pinfo.hint = PROPERTY_HINT_RESOURCE_TYPE;
					pinfo.hint_string = "Texture2D";
				} break;
				case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
					pinfo.type = Variant::OBJECT;
					pinfo.hint = PROPERTY_HINT_RESOURCE_TYPE;
					pinfo.hint_string = "Texture2DArray";
				} break;
				case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
					pinfo.type = Variant::OBJECT;
					pinfo.hint = PROPERTY_HINT_RESOURCE_TYPE;
					pinfo.hint_string = "Texture3D";
				} break;
				case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
					pinfo.type = Variant::OBJECT;
					pinfo.hint = PROPERTY_HINT_RESOURCE_TYPE;
					pinfo.hint_string = "Cubemap";
				} break;
				default: {
				} break;
			}
			p_list->push_back(pinfo);
		}
	}
public:
	bool block_update = false;
	ShaderGlobalsEditorInterface() {