### 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
}
Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND_V(!material, Variant());
	if (material->params.has(p_param)) {
		return material->params[p_param];
	} else {
		return Variant();
	}
}
void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
	Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (material->next_pass == p_next_material) {
		return;
	}
	material->next_pass = p_next_material;
	if (material->data) {
		material->data->set_next_pass(p_next_material);
	}
	material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
	Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	material->priority = priority;
	if (material->data) {
		material->data->set_render_priority(priority);
	}
	material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
bool MaterialStorage::material_is_animated(RID p_material) {