### 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
}
for (const KeyValue<ShaderWarning::Code, HashMap<StringName, HashMap<StringName, Usage>> *> &E : warnings_check_map2) {
		for (const KeyValue<StringName, HashMap<StringName, Usage>> &T : *E.value) {
			for (const KeyValue<StringName, Usage> &U : T.value) {
				if (!U.value.used) {
					_add_warning(E.key, U.value.decl_line, U.key);
				}
			}
		}
	}
	for (const KeyValue<ShaderWarning::Code, HashMap<StringName, Usage> *> &E : warnings_check_map) {
		for (const KeyValue<StringName, Usage> &U : (*E.value)) {
			if (!U.value.used) {
				_add_warning(E.key, U.value.decl_line, U.key);
			}
		}
	}
}
List<ShaderWarning>::Element *ShaderLanguage::get_warnings_ptr() {
	return warnings.front();
}
void ShaderLanguage::enable_warning_checking(bool p_enabled) {
	check_warnings = p_enabled;
}
bool ShaderLanguage::is_warning_checking_enabled() const {