### 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
}
calltip += ")";
					r_call_hint = calltip;
					return OK;
				}
			}
			int idx = 0;
			String calltip;
			bool low_end = RenderingServer::get_singleton()->is_low_end();
			if (stages && stages->has(block_function)) {
				for (const KeyValue<StringName, StageFunctionInfo> &E : (*stages)[block_function].stage_functions) {
					if (completion_function == E.key) {
						calltip += get_datatype_name(E.value.return_type);
						calltip += " ";
						calltip += E.key;
						calltip += "(";
						for (int i = 0; i < E.value.arguments.size(); i++) {
							if (i > 0) {
								calltip += ", ";
							} else {
								calltip += " ";
							}
							if (i == completion_argument) {
								calltip += char32_t(0xFFFF);
							}
							calltip += get_datatype_name(E.value.arguments[i].type);
							calltip += " ";
							calltip += E.value.arguments[i].name;
							if (i == completion_argument) {
								calltip += char32_t(0xFFFF);
							}