### 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)

FunctionNode *call_function = shader->functions[function_index].function;
						if (call_function) {
							func->return_cache = call_function->get_datatype();
							func->struct_name = call_function->get_datatype_name();
							func->return_array_size = call_function->get_array_size();
							
							FunctionNode *base_function = nullptr;
							{
								BlockNode *b = p_block;
								while (b) {
									if (b->parent_function) {
										base_function = b->parent_function;
										break;
									} else {
										b = b->parent_block;
									}
								}
							}
							ERR_FAIL_COND_V(!base_function, nullptr); 
							for (int i = 0; i < call_function->arguments.size(); i++) {
								int argidx = i + 1;
								if (argidx < func->arguments.size()) {
									bool error = false;
									Node *n = func->arguments[argidx];
									ArgumentQualifier arg_qual = call_function->arguments[i].qualifier;
									bool is_out_arg = arg_qual != ArgumentQualifier::ARGUMENT_QUALIFIER_IN;
									if (n->type == Node::NODE_TYPE_VARIABLE || n->type == Node::NODE_TYPE_ARRAY) {
										StringName varname;
										if (n->type == Node::NODE_TYPE_VARIABLE) {
											VariableNode *vn = static_cast<VariableNode *>(n);