### 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
}
switch (p_node->type) {
		case Node::NODE_TYPE_OPERATOR: {
			const OperatorNode *op_node = static_cast<const OperatorNode *>(p_node);
			for (int i = int(op_node->op == OP_CALL); i < op_node->arguments.size(); i++) {
				if (!_check_node_constness(op_node->arguments[i])) {
					return false;
				}
			}
		} break;
		case Node::NODE_TYPE_CONSTANT:
			break;
		case Node::NODE_TYPE_VARIABLE: {
			const VariableNode *var_node = static_cast<const VariableNode *>(p_node);
			if (!var_node->is_const) {
				return false;
			}
		} break;
		case Node::NODE_TYPE_ARRAY: {
			const ArrayNode *arr_node = static_cast<const ArrayNode *>(p_node);
			if (!arr_node->is_const) {
				return false;
			}
		} break;
		default:
			return false;
	}
	return true;
}
bool ShaderLanguage::_validate_assign(Node *p_node, const FunctionInfo &p_function_info, String *r_message) {