### 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
}
if (!n) {
					_set_error(RTR("Invalid data type for the array."));
					return nullptr;
				}
				if (!_compare_datatypes(p_type, p_struct_name, p_array_size, n->get_datatype(), n->get_datatype_name(), n->get_array_size())) {
					return nullptr;
				}
				return n;
			}
			type = get_token_datatype(tk.type);
		}
		tk = _get_token();
		if (tk.type == TK_BRACKET_OPEN) {
			bool is_unknown_size = false;
			Error error = _parse_array_size(p_block, p_function_info, false, nullptr, &array_size, &is_unknown_size);
			if (error != OK) {
				return nullptr;
			}
			if (is_unknown_size) {
				array_size = p_array_size;
			}
			tk = _get_token();
		} else {
			_set_expected_error("[");
			return nullptr;
		}
		if (type != p_type || struct_name != p_struct_name || array_size != p_array_size) {
			String from;
			if (type == TYPE_STRUCT) {
				from += struct_name;