### 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)

msdf_pixel_range = p_range;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_pixel_range, p_range);
}
float BaseMaterial3D::get_msdf_pixel_range() const {
	return msdf_pixel_range;
}
void BaseMaterial3D::set_msdf_outline_size(float p_size) {
	msdf_outline_size = p_size;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_outline_size, p_size);
}
float BaseMaterial3D::get_msdf_outline_size() const {
	return msdf_outline_size;
}
void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
	distance_fade = p_mode;
	_queue_shader_change();
	notify_property_list_changed();
}
BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
	return distance_fade;
}
void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
	distance_fade_max_distance = p_distance;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
}
float BaseMaterial3D::get_distance_fade_max_distance() const {
	return distance_fade_max_distance;
}
void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {