### 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
}
ao_light_affect = p_ao_light_affect;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
}
float BaseMaterial3D::get_ao_light_affect() const {
	return ao_light_affect;
}
void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
	clearcoat = p_clearcoat;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
}
float BaseMaterial3D::get_clearcoat() const {
	return clearcoat;
}
void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
	clearcoat_roughness = p_clearcoat_roughness;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness);
}
float BaseMaterial3D::get_clearcoat_roughness() const {
	return clearcoat_roughness;
}
void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
	anisotropy = p_anisotropy;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
}
float BaseMaterial3D::get_anisotropy() const {
	return anisotropy;
}
void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {