### 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)

is_none_group_undefined = false;
				PropertyInfo info;
				info.usage = PROPERTY_USAGE_GROUP;
				info.name = "Shader Parameters";
				info.hint_string = "shader_parameter/";
				groups["<None>"]["<None>"].push_back(info);
				vgroups.push_back(Pair<String, LocalVector<String>>("<None>", { "<None>" }));
			}
			PropertyInfo info = E->get();
			info.name = "shader_parameter/" + info.name;
			if (!param_cache.has(E->get().name)) {
				
				Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), E->get().name);
				param_cache.insert(E->get().name, default_value);
				remap_cache.insert(info.name, E->get().name);
			}
			groups[last_group][last_subgroup].push_back(info);
		}
		for (const Pair<String, LocalVector<String>> &group_pair : vgroups) {
			String group = group_pair.first;
			for (const String &subgroup : group_pair.second) {
				List<PropertyInfo> &prop_infos = groups[group][subgroup];
				for (List<PropertyInfo>::Element *item = prop_infos.front(); item; item = item->next()) {
					p_list->push_back(item->get());
				}
			}
		}
	}
}
bool ShaderMaterial::_property_can_revert(const StringName &p_name) const {