### 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)

actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
		actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
		actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
		actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
		actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
		actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
		actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
		actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
		actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
		actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
		actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
		actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
		actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
		actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
		actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
		actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
		actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
		actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
		actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
		actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
		actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
		actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
		actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
		actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
		actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
		actions.global_buffer_array_variable = "global_shader_uniforms";
		shaders.compiler_sky.initialize(actions);
	}
}
MaterialStorage::~MaterialStorage() {