### 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)

bv.z = 0;
			bv.w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_VEC3: {
			GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
			Vector3 v = p_value;
			bv.x = v.x;
			bv.y = v.y;
			bv.z = v.z;
			bv.w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_VEC4: {
			GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
			Plane v = p_value;
			bv.x = v.normal.x;
			bv.y = v.normal.y;
			bv.z = v.normal.z;
			bv.w = v.d;
		} break;
		case RS::GLOBAL_VAR_TYPE_COLOR: {
			GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
			Color v = p_value;
			bv.x = v.r;
			bv.y = v.g;
			bv.z = v.b;
			bv.w = v.a;
			GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];
			v = v.srgb_to_linear();
			bv_linear.x = v.r;
			bv_linear.y = v.g;