### 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 p_node;
}
ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const FunctionInfo &p_function_info) {
	ShaderLanguage::Node *expr = _parse_expression(p_block, p_function_info);
	if (!expr) { 
		return nullptr;
	}
	expr = _reduce_expression(p_block, expr);
	return expr;
}
Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_just_one, bool p_can_break, bool p_can_continue) {
	while (true) {
		TkPos pos = _get_tkpos();
		Token tk = _get_token();
#ifdef DEBUG_ENABLED
		Token next;
#endif 
		if (p_block && p_block->block_type == BlockNode::BLOCK_TYPE_SWITCH) {
			if (tk.type != TK_CF_CASE && tk.type != TK_CF_DEFAULT && tk.type != TK_CURLY_BRACKET_CLOSE) {
				_set_error(vformat(RTR("A switch may only contain '%s' and '%s' blocks."), "case", "default"));
				return ERR_PARSE_ERROR;
			}
		}
		bool is_struct = shader->structs.has(tk.text);
		bool is_var_init = false;
		bool is_condition = false;
		if (tk.type == TK_CURLY_BRACKET_CLOSE) { 
			if (p_just_one) {
				_set_expected_error("}");
				return ERR_PARSE_ERROR;