### 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)

RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
			for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
				if (global_var_type_names[i] == type) {
					gvtype = RS::GlobalShaderParameterType(i);
					break;
				}
			}
			ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); 
			Variant value = d["value"];
			if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
				
				if (!p_load_textures) {
					value = RID();
					continue;
				}
				String path = value;
				Ref<Resource> resource = ResourceLoader::load(path);
				ERR_CONTINUE(resource.is_null());
				value = resource;
			}
			if (global_shader_uniforms.variables.has(name)) {
				
				global_shader_parameter_set(name, value);
			} else {
				global_shader_parameter_add(name, gvtype, value);
			}
		}
	}
}
void MaterialStorage::global_shader_parameters_clear() {