### 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)

return check_warnings;
}
void ShaderLanguage::set_warning_flags(uint32_t p_flags) {
	warning_flags = p_flags;
}
uint32_t ShaderLanguage::get_warning_flags() const {
	return warning_flags;
}
#endif 
Error ShaderLanguage::compile(const String &p_code, const ShaderCompileInfo &p_info) {
	clear();
	is_shader_inc = p_info.is_include;
	code = p_code;
	global_shader_uniform_get_type_func = p_info.global_shader_uniform_type_func;
	varying_function_names = p_info.varying_function_names;
	nodes = nullptr;
	shader = alloc_node<ShaderNode>();
	Error err = _parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types);
#ifdef DEBUG_ENABLED
	if (check_warnings) {
		_check_warning_accums();
	}
#endif 
	if (err != OK) {
		return err;
	}
	return OK;
}
Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_info, List<ScriptLanguage::CodeCompletionOption> *r_options, String &r_call_hint) {