### 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
}
MutexLock lock(material_mutex);
	if (_is_initialized() && !element.in_list()) {
		dirty_materials.add(&element);
	}
}
bool BaseMaterial3D::_is_shader_dirty() const {
	MutexLock lock(material_mutex);
	return element.in_list();
}
void BaseMaterial3D::set_albedo(const Color &p_albedo) {
	albedo = p_albedo;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
}
Color BaseMaterial3D::get_albedo() const {
	return albedo;
}
void BaseMaterial3D::set_specular(float p_specular) {
	specular = p_specular;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
float BaseMaterial3D::get_specular() const {
	return specular;
}
void BaseMaterial3D::set_roughness(float p_roughness) {
	roughness = p_roughness;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
}
float BaseMaterial3D::get_roughness() const {