### 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)

ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
	ClassDB::bind_method(D_METHOD("set_clearcoat_roughness", "clearcoat_roughness"), &BaseMaterial3D::set_clearcoat_roughness);
	ClassDB::bind_method(D_METHOD("get_clearcoat_roughness"), &BaseMaterial3D::get_clearcoat_roughness);
	ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
	ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
	ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale);
	ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale);
	ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength);
	ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength);
	ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color);
	ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color);
	ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth);
	ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth);
	ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost);
	ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost);
	ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight);
	ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight);
	ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction);
	ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction);
	ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size);
	ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size);
	ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv);
	ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv);
	ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode);
	ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode);
	ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode);
	ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode);
	ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode);
	ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode);
	ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode);