### 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)

actions.renames["CLEARCOAT"] = "clearcoat";
		actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
		actions.renames["ANISOTROPY"] = "anisotropy";
		actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
		actions.renames["SSS_STRENGTH"] = "sss_strength";
		actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
		actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
		actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
		actions.renames["BACKLIGHT"] = "backlight";
		actions.renames["AO"] = "ao";
		actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
		actions.renames["EMISSION"] = "emission";
		actions.renames["POINT_COORD"] = "gl_PointCoord";
		actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
		actions.renames["SCREEN_UV"] = "screen_uv";
		actions.renames["DEPTH"] = "gl_FragDepth";
		actions.renames["FOG"] = "fog";
		actions.renames["RADIANCE"] = "custom_radiance";
		actions.renames["IRRADIANCE"] = "custom_irradiance";
		actions.renames["BONE_INDICES"] = "bone_attrib";
		actions.renames["BONE_WEIGHTS"] = "weight_attrib";
		actions.renames["CUSTOM0"] = "custom0_attrib";
		actions.renames["CUSTOM1"] = "custom1_attrib";
		actions.renames["CUSTOM2"] = "custom2_attrib";
		actions.renames["CUSTOM3"] = "custom3_attrib";
		actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
		actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz";
		actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
		actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
		actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";