### 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 (identifier == StringName()) {
					_set_error(RTR("Expected an identifier as a member."));
					return nullptr;
				}
				String ident = identifier;
				bool ok = true;
				bool repeated = false;
				DataType member_type = TYPE_VOID;
				StringName member_struct_name = "";
				int array_size = 0;
				RBSet<char> position_symbols;
				RBSet<char> color_symbols;
				RBSet<char> texture_symbols;
				bool mix_error = false;
				switch (dt) {
					case TYPE_STRUCT: {
						ok = false;
						String member_name = String(ident.ptr());
						if (shader->structs.has(st)) {
							StructNode *n = shader->structs[st].shader_struct;
							for (const MemberNode *E : n->members) {
								if (String(E->name) == member_name) {
									member_type = E->datatype;
									array_size = E->array_size;
									if (member_type == TYPE_STRUCT) {
										member_struct_name = E->struct_name;
									}
									ok = true;
									break;
								}