### 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
}
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
	return flags[p_flag];
}
void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
	ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
	if (features[p_feature] == p_enabled) {
		return;
	}
	features[p_feature] = p_enabled;
	notify_property_list_changed();
	_queue_shader_change();
}
bool BaseMaterial3D::get_feature(Feature p_feature) const {
	ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
	return features[p_feature];
}
void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
	ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
	textures[p_param] = p_texture;
	RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
	RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
	if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo_texture_size,
				Vector2i(p_texture->get_width(), p_texture->get_height()));
	}
	notify_property_list_changed();
	_queue_shader_change();
}
Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {