### 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)

{ "usubBorrow", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "x", "y", "borrow" }, TAG_GLOBAL, true },
	{ "usubBorrow", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "x", "y", "borrow" }, TAG_GLOBAL, true },
	
	{ "ldexp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_INT, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "ldexp", TYPE_VEC2, { TYPE_VEC2, TYPE_IVEC2, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "ldexp", TYPE_VEC3, { TYPE_VEC3, TYPE_IVEC3, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "ldexp", TYPE_VEC4, { TYPE_VEC4, TYPE_IVEC4, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	
	{ "frexp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_INT, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "frexp", TYPE_VEC2, { TYPE_VEC2, TYPE_IVEC2, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "frexp", TYPE_VEC3, { TYPE_VEC3, TYPE_IVEC3, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ "frexp", TYPE_VEC4, { TYPE_VEC4, TYPE_IVEC4, TYPE_VOID }, { "x", "exp" }, TAG_GLOBAL, true },
	{ nullptr, TYPE_VOID, { TYPE_VOID }, { "" }, TAG_GLOBAL, false }
};
const ShaderLanguage::BuiltinFuncOutArgs ShaderLanguage::builtin_func_out_args[] = {
	{ "modf", { 1, -1 } },
	{ "umulExtended", { 2, 3 } },
	{ "imulExtended", { 2, 3 } },
	{ "uaddCarry", { 2, -1 } },
	{ "usubBorrow", { 2, -1 } },
	{ "ldexp", { 1, -1 } },
	{ "frexp", { 1, -1 } },
	{ nullptr, { 0, -1 } }
};
const ShaderLanguage::BuiltinFuncConstArgs ShaderLanguage::builtin_func_const_args[] = {
	{ "textureGather", 2, 0, 3 },
	{ nullptr, 0, 0, 0 }
};
bool ShaderLanguage::is_const_suffix_lut_initialized = false;
bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str, bool *r_is_custom_function) {