### 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)

code += "	if (!particles_anim_loop) {\n";
			code += "		particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
			code += "	} else {\n";
			code += "		particle_frame = mod(particle_frame, particle_total_frames);\n";
			code += "	}\n";
			code += "	UV /= vec2(h_frames, v_frames);\n";
			code += "	UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
		} break;
		case BILLBOARD_MAX:
			break; 
	}
	if (flags[FLAG_FIXED_SIZE]) {
		code += "	if (PROJECTION_MATRIX[3][3] != 0.0) {\n";
		
		
		code += "		float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
		code += "		float sc = (h * 2.0); //consistent with Y-fov\n";
		code += "		MODELVIEW_MATRIX[0]*=sc;\n";
		code += "		MODELVIEW_MATRIX[1]*=sc;\n";
		code += "		MODELVIEW_MATRIX[2]*=sc;\n";
		code += "	} else {\n";
		
		code += "		float sc = -(MODELVIEW_MATRIX)[3].z;\n";
		code += "		MODELVIEW_MATRIX[0]*=sc;\n";
		code += "		MODELVIEW_MATRIX[1]*=sc;\n";
		code += "		MODELVIEW_MATRIX[2]*=sc;\n";
		code += "	}\n";
	}
	if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "	UV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";