### Godot version

4.0.stable.mono

### System information

Windows 10, NVIDIA RTX 2060 (Driver 30.0.14.7284), Vulkan 1.2.175 Forward+ (Editor)

### Issue description

When changing certain Global Shader Parameters (in this case, a mat4) in the Project Settings, the value sent to the editor 3D view appears to be undefined, resulting in garbage values sent to the shaders.

As an example here, I'm using a mat4 to describe global light directions for a lighting shader
Note that the shader receives a different value even when the editor is being set to the same values
https://user-images.githubusercontent.com/44537737/222551889-b7c7ca63-ef65-484c-818f-c6ce47a7d3c0.mp4

Setting the global parameter from a script does pass the correct value to the shaders
![image](https://user-images.githubusercontent.com/44537737/222552338-14582898-a76d-4ec4-b877-7b822e414901.png)

I have also determined the shaders in the editor also do not get correct values from the `project.godot` when loading the project.

### Steps to reproduce

- Create a Global Shader Parameter of mat4 type (Project > Project Settings... > Shader Globals)
- Create a shader that visualizes the value of the mat4 (`global uniform mat4 global_mat`)
- Attempt to modify the global in the same Project Settings menu, the shader will receive garbage values

### Minimal reproduction project

[GlobalShaderParameters.zip](https://github.com/godotengine/godot/files/10875801/GlobalShaderParameters.zip)

for (const KeyValue<StringName, BuiltInInfo> &E : p_functions["constants"].built_ins) {
						builtins.built_ins.insert(E.key, E.value);
					}
				}
				for (int i = 0; i < shader->functions.size(); i++) {
					if (!shader->functions[i].callable && shader->functions[i].name == name) {
						_set_redefinition_error(String(name));
						return ERR_PARSE_ERROR;
					}
				}
				ShaderNode::Function function;
				function.callable = !p_functions.has(name);
				function.name = name;
				FunctionNode *func_node = alloc_node<FunctionNode>();
				function.function = func_node;
				shader->functions.push_back(function);
				func_node->name = name;
				func_node->return_type = type;
				func_node->return_struct_name = struct_name;
				func_node->return_precision = precision;
				func_node->return_array_size = array_size;
				if (p_functions.has(name)) {
					func_node->can_discard = p_functions[name].can_discard;
				} else {
#ifdef DEBUG_ENABLED
					if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_FUNCTION_FLAG)) {
						used_functions.insert(name, Usage(tk_line));
					}
#endif 
				}