### 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)

return material_owner.allocate_rid();
}
void MaterialStorage::material_initialize(RID p_rid) {
	material_owner.initialize_rid(p_rid);
	Material *material = material_owner.get_or_null(p_rid);
	material->self = p_rid;
}
void MaterialStorage::material_free(RID p_rid) {
	Material *material = material_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!material);
	
	
	for (KeyValue<StringName, Variant> &E : material->params) {
		if (E.value.get_type() == Variant::ARRAY) {
			Array(E.value).clear();
		}
	}
	material_set_shader(p_rid, RID()); 
	material->dependency.deleted_notify(p_rid);
	material_owner.free(p_rid);
}
void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {