### 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
}
} break;
		case ShaderLanguage::TYPE_MAT3: {
			memset(data, 0, 48 * p_array_size);
		} break;
		case ShaderLanguage::TYPE_MAT4: {
			memset(data, 0, 64 * p_array_size);
		} break;
		default: {
		}
	}
}
void ShaderData::set_path_hint(const String &p_hint) {
	path = p_hint;
}
void ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
	if (!p_texture.is_valid()) {
		if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
			default_texture_params[p_name].erase(p_index);
			if (default_texture_params[p_name].is_empty()) {
				default_texture_params.erase(p_name);
			}
		}
	} else {
		if (!default_texture_params.has(p_name)) {
			default_texture_params[p_name] = HashMap<int, RID>();
		}
		default_texture_params[p_name][p_index] = p_texture;
	}
}
Variant ShaderData::get_default_parameter(const StringName &p_parameter) const {