### 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
}
ScriptLanguage::CodeCompletionOption option("hint_range", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
					if (completion_base == DataType::TYPE_INT) {
						option.insert_text = "hint_range(0, 100, 1)";
					} else {
						option.insert_text = "hint_range(0.0, 1.0, 0.1)";
					}
					r_options->push_back(option);
				}
			} else if ((int(completion_base) > int(TYPE_MAT4) && int(completion_base) < int(TYPE_STRUCT))) {
				Vector<String> options;
				if (completion_base_array) {
					if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
						options.push_back("source_color");
					}
				} else {
					if (current_uniform_filter == FILTER_DEFAULT) {
						options.push_back("filter_linear");
						options.push_back("filter_linear_mipmap");
						options.push_back("filter_linear_mipmap_anisotropic");
						options.push_back("filter_nearest");
						options.push_back("filter_nearest_mipmap");
						options.push_back("filter_nearest_mipmap_anisotropic");
					}
					if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
						options.push_back("hint_anisotropy");
						options.push_back("hint_default_black");
						options.push_back("hint_default_white");
						options.push_back("hint_default_transparent");
						options.push_back("hint_normal");
						options.push_back("hint_roughness_a");