### 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
}
material->data->set_next_pass(material->next_pass);
	material->data->set_render_priority(material->priority);
	
	material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
	_material_queue_update(material, true, true);
}
MaterialStorage::ShaderData *MaterialStorage::material_get_shader_data(RID p_material) {
	const MaterialStorage::Material *material = MaterialStorage::get_singleton()->get_material(p_material);
	if (material && material->shader && material->shader->data) {
		return material->shader->data;
	}
	return nullptr;
}
void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
	Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (p_value.get_type() == Variant::NIL) {
		material->params.erase(p_param);
	} else {
		ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); 
		material->params[p_param] = p_value;
	}
	if (material->shader && material->shader->data) { 
		bool is_texture = material->shader->data->is_parameter_texture(p_param);
		_material_queue_update(material, !is_texture, is_texture);
	} else {
		_material_queue_update(material, true, true);
	}
}
Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {