### 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
}
op->arguments.push_back(expression[next_op + 1].node); 
			expression.write[next_op - 1].node = op;
			
			if (!_validate_operator(op, &op->return_cache, &op->return_array_size)) {
				String at;
				for (int i = 0; i < op->arguments.size(); i++) {
					if (i > 0) {
						at += ", ";
					}
					if (op->arguments[i]->get_datatype() == TYPE_STRUCT) {
						at += op->arguments[i]->get_datatype_name();
					} else {
						at += get_datatype_name(op->arguments[i]->get_datatype());
					}
					if (!op->arguments[i]->is_indexed() && op->arguments[i]->get_array_size() > 0) {
						at += "[";
						at += itos(op->arguments[i]->get_array_size());
						at += "]";
					}
				}
				_set_error(vformat(RTR("Invalid arguments to operator '%s': '%s'."), get_operator_text(op->op), at));
				return nullptr;
			}
			expression.remove_at(next_op);
			expression.remove_at(next_op);
		}
	}
	return expression[0].node;
}
ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node) {