### 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)

actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
		}
		actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
		actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
		actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
		actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
		actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
		actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
		actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
		actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
		actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
		actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
		actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
		actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
		actions.check_multiview_samplers = RasterizerGLES3::get_singleton()->is_xr_enabled();
		actions.global_buffer_array_variable = "global_shader_uniforms";
		shaders.compiler_scene.initialize(actions);
	}
	{
		
		ShaderCompiler::DefaultIdentifierActions actions;
		actions.renames["COLOR"] = "out_color";
		actions.renames["VELOCITY"] = "out_velocity_flags.xyz";
		
		actions.renames["ACTIVE"] = "particle_active";
		actions.renames["RESTART"] = "restart";
		actions.renames["CUSTOM"] = "out_custom";
		for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
			String udname = "USERDATA" + itos(i + 1);
			actions.renames[udname] = "out_userdata" + itos(i + 1);