### 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)

clear();
	is_shader_inc = p_info.is_include;
	code = p_code;
	varying_function_names = p_info.varying_function_names;
	nodes = nullptr;
	global_shader_uniform_get_type_func = p_info.global_shader_uniform_type_func;
	shader = alloc_node<ShaderNode>();
	_parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types);
#ifdef DEBUG_ENABLED
	
	if (keyword_completion_context != CF_UNSPECIFIED) {
		int sz = sizeof(keyword_list) / sizeof(KeyWord);
		for (int i = 0; i < sz; i++) {
			if (keyword_list[i].flags == CF_UNSPECIFIED) {
				break; 
			}
			if (keyword_list[i].flags & keyword_completion_context) {
				if (keyword_list[i].excluded_shader_types.has(shader_type_identifier)) {
					continue;
				}
				if (!keyword_list[i].functions.is_empty() && !keyword_list[i].functions.has(current_function)) {
					continue;
				}
				ScriptLanguage::CodeCompletionOption option(keyword_list[i].text, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);