### 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
}
{ "params_billboard_keep_scale", "billboard_keep_scale" },
			{ "params_grow", "grow" },
			{ "params_grow_amount", "grow_amount" },
			{ "params_alpha_scissor_threshold", "alpha_scissor_threshold" },
			{ "params_alpha_hash_scale", "alpha_hash_scale" },
			{ "params_alpha_antialiasing_edge", "alpha_antialiasing_edge" },
			{ "depth_scale", "heightmap_scale" },
			{ "depth_deep_parallax", "heightmap_deep_parallax" },
			{ "depth_min_layers", "heightmap_min_layers" },
			{ "depth_max_layers", "heightmap_max_layers" },
			{ "depth_flip_tangent", "heightmap_flip_tangent" },
			{ "depth_flip_binormal", "heightmap_flip_binormal" },
			{ "depth_texture", "heightmap_texture" },
			{ "emission_energy", "emission_energy_multiplier" },
			{ nullptr, nullptr },
		};
		int idx = 0;
		while (remaps[idx].first) {
			if (p_name == remaps[idx].first) {
				set(remaps[idx].second, p_value);
				return true;
			}
			idx++;
		}
		WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
		return true;
	}
}
#endif