### 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
}
if (completion_function == builtin_func_defs[idx].name) {
					if (builtin_func_defs[idx].tag != completion_class) {
						idx++;
						continue;
					}
					if (calltip.length()) {
						calltip += "\n";
					}
					calltip += get_datatype_name(builtin_func_defs[idx].rettype);
					calltip += " ";
					calltip += builtin_func_defs[idx].name;
					calltip += "(";
					bool found_arg = false;
					for (int i = 0; i < BuiltinFuncDef::MAX_ARGS - 1; i++) {
						if (builtin_func_defs[idx].args[i] == TYPE_VOID) {
							break;
						}
						if (i > 0) {
							calltip += ", ";
						} else {
							calltip += " ";
						}
						if (i == completion_argument) {
							calltip += char32_t(0xFFFF);
						}
						if (out_args.has(i)) {
							calltip += "out ";
						}
						calltip += get_datatype_name(builtin_func_defs[idx].args[i]);
						String arg_name = (String)builtin_func_defs[idx].args_names[i];