### 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)

gui[2] = v.z;
					gui[3] = v.w;
				} else if (value.get_type() == Variant::VECTOR4) {
					Vector4 v = value;
					gui[0] = v.x;
					gui[1] = v.y;
					gui[2] = v.z;
					gui[3] = v.w;
				} else {
					Plane v = value;
					gui[0] = v.normal.x;
					gui[1] = v.normal.y;
					gui[2] = v.normal.z;
					gui[3] = v.d;
				}
			}
		} break;
		case ShaderLanguage::TYPE_MAT2: {
			float *gui = (float *)data;
			if (p_array_size > 0) {
				const PackedFloat32Array &a = value;
				int s = a.size();
				for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
					if (i + 3 < s) {
						gui[j] = a[i];
						gui[j + 1] = a[i + 1];
						gui[j + 4] = a[i + 2];
						gui[j + 5] = a[i + 3];
					} else {
						gui[j] = 1;