### 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
}
} else {
										new_hint = ShaderNode::Uniform::HINT_SOURCE_COLOR;
									}
								} break;
								case TK_HINT_DEFAULT_BLACK_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_DEFAULT_BLACK;
								} break;
								case TK_HINT_DEFAULT_WHITE_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_DEFAULT_WHITE;
								} break;
								case TK_HINT_DEFAULT_TRANSPARENT_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT;
								} break;
								case TK_HINT_NORMAL_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_NORMAL;
								} break;
								case TK_HINT_ROUGHNESS_NORMAL_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL;
								} break;
								case TK_HINT_ROUGHNESS_R: {
									new_hint = ShaderNode::Uniform::HINT_ROUGHNESS_R;
								} break;
								case TK_HINT_ROUGHNESS_G: {
									new_hint = ShaderNode::Uniform::HINT_ROUGHNESS_G;
								} break;
								case TK_HINT_ROUGHNESS_B: {
									new_hint = ShaderNode::Uniform::HINT_ROUGHNESS_B;
								} break;
								case TK_HINT_ROUGHNESS_A: {
									new_hint = ShaderNode::Uniform::HINT_ROUGHNESS_A;