### 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
}
switch (p_op) {
		case OP_ASSIGN:
		case OP_ASSIGN_ADD:
		case OP_ASSIGN_SUB:
		case OP_ASSIGN_MUL:
		case OP_ASSIGN_DIV:
		case OP_ASSIGN_MOD:
		case OP_ASSIGN_SHIFT_LEFT:
		case OP_ASSIGN_SHIFT_RIGHT:
		case OP_ASSIGN_BIT_AND:
		case OP_ASSIGN_BIT_OR:
		case OP_ASSIGN_BIT_XOR:
			return true;
		default:
			return false;
	}
}
bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, String *r_message) {
	if (current_function != "vertex" && current_function != "fragment") {
		*r_message = vformat(RTR("Varying may not be assigned in the '%s' function."), current_function);
		return false;
	}
	switch (p_varying.stage) {
		case ShaderNode::Varying::STAGE_UNKNOWN: