### 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
}
_set_error(vformat(RTR("Allowed instance uniform indices must be within [0..%d] range."), MAX_INSTANCE_UNIFORM_INDICES - 1));
										return ERR_PARSE_ERROR;
									}
									tk = _get_token();
									if (tk.type != TK_PARENTHESIS_CLOSE) {
										_set_expected_error(")");
										return ERR_PARSE_ERROR;
									}
								} break;
								case TK_HINT_SCREEN_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_SCREEN_TEXTURE;
									--texture_uniforms;
									--texture_binding;
								} break;
								case TK_HINT_NORMAL_ROUGHNESS_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE;
									--texture_uniforms;
									--texture_binding;
									if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
										_set_error(RTR("'hint_normal_roughness_texture' is not supported in gl_compatibility shaders."));
										return ERR_PARSE_ERROR;
									}
									if (String(shader_type_identifier) != "spatial") {
										_set_error(vformat(RTR("'hint_normal_roughness_texture' is not supported in '%s' shaders."), shader_type_identifier));
										return ERR_PARSE_ERROR;
									}
								} break;
								case TK_HINT_DEPTH_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_DEPTH_TEXTURE;
									--texture_uniforms;