### 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
}
}
		if (r_ret_type) {
			*r_ret_type = sf.return_type;
		}
		if (r_ret_type_str) {
			*r_ret_type_str = "";
		}
		return true;
	}
	bool failed_builtin = false;
	bool unsupported_builtin = false;
	int builtin_idx = 0;
	if (argcount <= 4) {
		
		int idx = 0;
		while (builtin_func_defs[idx].name) {
			if (completion_class != builtin_func_defs[idx].tag) {
				idx++;
				continue;
			}
			if (name == builtin_func_defs[idx].name) {
				failed_builtin = true;
				bool fail = false;
				for (int i = 0; i < argcount; i++) {
					if (p_func->arguments[i + 1]->type == Node::NODE_TYPE_ARRAY) {
						const ArrayNode *anode = static_cast<const ArrayNode *>(p_func->arguments[i + 1]);
						if (anode->call_expression == nullptr && !anode->is_indexed()) {
							fail = true;
							break;
						}