### 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)

code += "	unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
			code += "	vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
		} else {
			code += "	vec3 ref_normal = NORMAL;\n";
		}
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n";
		} else {
			code += "	vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
		}
		code += "	float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
		code += "	EMISSION += textureLod(screen_texture,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE;\n";
		code += "	ALBEDO *= 1.0 - ref_amount;\n";
		code += "	ALPHA = 1.0;\n";
	} else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
		code += "	ALPHA *= albedo.a * albedo_tex.a;\n";
	}
	if (transparency == TRANSPARENCY_ALPHA_HASH) {
		code += "	ALPHA_HASH_SCALE = alpha_hash_scale;\n";
	} else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		code += "	ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
	}
	if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) {
		code += "	ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
		code += "	ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
	}
	if (proximity_fade_enabled) {
		code += "	float depth_tex = textureLod(depth_texture,SCREEN_UV,0.0).r;\n";
		code += "	vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0);\n";
		code += "	world_pos.xyz/=world_pos.w;\n";