### 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)

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						break;
					}
				}
				if (found) {
					continue;
				}
				ScriptLanguage::CodeCompletionOption option(E.key, ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
				r_options->push_back(option);
			}
			return OK;
		} break;
		case COMPLETION_IDENTIFIER:
		case COMPLETION_FUNCTION_CALL: {
			bool comp_ident = completion_type == COMPLETION_IDENTIFIER;
			HashMap<String, ScriptLanguage::CodeCompletionKind> matches;
			StringName skip_function;
			BlockNode *block = completion_block;
			if (completion_class == TAG_GLOBAL) {
				while (block) {
					if (comp_ident) {
						for (const KeyValue<StringName, BlockNode::Variable> &E : block->variables) {
							if (E.value.line < completion_line) {
								matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_VARIABLE);
							}
						}
					}
					if (block->parent_function) {
						if (comp_ident) {
							for (int i = 0; i < block->parent_function->arguments.size(); i++) {