### 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)

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		if (r_ret_type) {
			*r_ret_type = sf.return_type;
		}
		if (r_ret_type_str) {
			*r_ret_type_str = "";
		}
		return true;
	}
	bool failed_builtin = false;
	bool unsupported_builtin = false;
	int builtin_idx = 0;
	if (argcount <= 4) {
		
		int idx = 0;
		while (builtin_func_defs[idx].name) {
			if (completion_class != builtin_func_defs[idx].tag) {
				idx++;
				continue;
			}
			if (name == builtin_func_defs[idx].name) {
				failed_builtin = true;
				bool fail = false;
				for (int i = 0; i < argcount; i++) {
					if (p_func->arguments[i + 1]->type == Node::NODE_TYPE_ARRAY) {
						const ArrayNode *anode = static_cast<const ArrayNode *>(p_func->arguments[i + 1]);
						if (anode->call_expression == nullptr && !anode->is_indexed()) {
							fail = true;
							break;
						}