### 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)

if (identifier == StringName()) {
					_set_error(RTR("Expected an identifier as a member."));
					return nullptr;
				}
				String ident = identifier;
				bool ok = true;
				bool repeated = false;
				DataType member_type = TYPE_VOID;
				StringName member_struct_name = "";
				int array_size = 0;
				RBSet<char> position_symbols;
				RBSet<char> color_symbols;
				RBSet<char> texture_symbols;
				bool mix_error = false;
				switch (dt) {
					case TYPE_STRUCT: {
						ok = false;
						String member_name = String(ident.ptr());
						if (shader->structs.has(st)) {
							StructNode *n = shader->structs[st].shader_struct;
							for (const MemberNode *E : n->members) {
								if (String(E->name) == member_name) {
									member_type = E->datatype;
									array_size = E->array_size;
									if (member_type == TYPE_STRUCT) {
										member_struct_name = E->struct_name;
									}
									ok = true;
									break;
								}