### 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
}
return shader;
}
void ShaderMaterial::set_shader_parameter(const StringName &p_param, const Variant &p_value) {
	if (p_value.get_type() == Variant::NIL) {
		param_cache.erase(p_param);
		RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
	} else {
		Variant *v = param_cache.getptr(p_param);
		if (!v) {
			
			remap_cache["shader_parameter/" + p_param.operator String()] = p_param;
			param_cache.insert(p_param, p_value);
		} else {
			*v = p_value;
		}
		if (p_value.get_type() == Variant::OBJECT) {
			RID tex_rid = p_value;
			if (tex_rid == RID()) {
				param_cache.erase(p_param);
				RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
			} else {
				RS::get_singleton()->material_set_param(_get_material(), p_param, tex_rid);
			}
		} else {
			RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
		}
	}
}
Variant ShaderMaterial::get_shader_parameter(const StringName &p_param) const {