### 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
}
keyword_completion_context ^= CF_UNIFORM_KEYWORD;
					}
				}
#endif 
				tk = _get_token();
				if (tk.type != TK_UNIFORM) {
					_set_expected_after_error("uniform", "global");
					return ERR_PARSE_ERROR;
				}
				uniform_scope = ShaderNode::Uniform::SCOPE_GLOBAL;
			};
				[[fallthrough]];
			case TK_INSTANCE: {
				if (tk.type == TK_INSTANCE) {
#ifdef DEBUG_ENABLED
					keyword_completion_context = CF_UNIFORM_KEYWORD;
					if (_lookup_next(next)) {
						if (next.type == TK_UNIFORM) {
							keyword_completion_context ^= CF_UNIFORM_KEYWORD;
						}
					}
#endif 
					if (String(shader_type_identifier) != "spatial") {
						_set_error(vformat(RTR("Uniform instances are not yet implemented for '%s' shaders."), shader_type_identifier));
						return ERR_PARSE_ERROR;
					}
					if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
						_set_error(RTR("Uniform instances are not supported in gl_compatibility shaders."));
						return ERR_PARSE_ERROR;
					}