### 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)

_validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
	_validate_feature("emission", FEATURE_EMISSION, p_property);
	_validate_feature("rim", FEATURE_RIM, p_property);
	_validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
	_validate_feature("anisotropy", FEATURE_ANISOTROPY, p_property);
	_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, p_property);
	_validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, p_property);
	_validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, p_property);
	_validate_feature("backlight", FEATURE_BACKLIGHT, p_property);
	_validate_feature("refraction", FEATURE_REFRACTION, p_property);
	_validate_feature("detail", FEATURE_DETAIL, p_property);
	if (p_property.name == "emission_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "grow_amount" && !grow_enabled) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (p_property.name == "proximity_fade_distance" && !proximity_fade_enabled) {