### 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)

if (!_can_do_next_pass() && p_property.name == "next_pass") {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (!_can_use_render_priority() && p_property.name == "render_priority") {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
}
void Material::_mark_initialized(const Callable &p_queue_shader_change_callable) {
	
	
	if (ResourceLoader::is_within_load() && Thread::get_caller_id() != Thread::get_main_id()) {
		DEV_ASSERT(init_state != INIT_STATE_READY);
		if (init_state == INIT_STATE_UNINITIALIZED) { 
			
			init_state = INIT_STATE_INITIALIZING;
			
			
			callable_mp(this, &Material::_mark_initialized).bind(p_queue_shader_change_callable).call_deferred();
			
			p_queue_shader_change_callable.call_deferred();
		}
	} else {
		
		init_state = INIT_STATE_READY;
		p_queue_shader_change_callable.callv(Array());
	}
}
void Material::inspect_native_shader_code() {