### 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)

op->arguments.write[0] = _reduce_expression(p_block, op->arguments[0]);
		if (op->arguments[0]->type == Node::NODE_TYPE_CONSTANT) {
			ConstantNode *cn = static_cast<ConstantNode *>(op->arguments[0]);
			DataType base = get_scalar_type(cn->datatype);
			Vector<ConstantNode::Value> values;
			for (int i = 0; i < cn->values.size(); i++) {
				ConstantNode::Value nv;
				switch (base) {
					case TYPE_BOOL: {
						nv.boolean = !cn->values[i].boolean;
					} break;
					case TYPE_INT: {
						nv.sint = -cn->values[i].sint;
					} break;
					case TYPE_UINT: {
						
						nv.uint = 0 - cn->values[i].uint;
					} break;
					case TYPE_FLOAT: {
						nv.real = -cn->values[i].real;
					} break;
					default: {
					}
				}
				values.push_back(nv);
			}
			cn->values = values;
			return cn;
		}
	}