### 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
}
List<PropertyInfo> none_subgroup;
						none_subgroup.push_back(info);
						HashMap<String, List<PropertyInfo>> subgroup_map;
						subgroup_map.insert("<None>", none_subgroup);
						groups.insert(last_group, subgroup_map);
						vgroups.push_back(Pair<String, LocalVector<String>>(last_group, { "<None>" }));
					}
					if (!groups[last_group].has(last_subgroup)) {
						PropertyInfo info;
						info.usage = PROPERTY_USAGE_SUBGROUP;
						info.name = last_subgroup.capitalize();
						info.hint_string = "shader_parameter/";
						List<PropertyInfo> subgroup;
						subgroup.push_back(info);
						groups[last_group].insert(last_subgroup, subgroup);
						for (Pair<String, LocalVector<String>> &group : vgroups) {
							if (group.first == last_group) {
								group.second.push_back(last_subgroup);
								break;
							}
						}
					}
				} else {
					last_group = "<None>";
					last_subgroup = "<None>";
					is_none_group = true;
				}
				continue; 
			}
			if (is_none_group_undefined && is_none_group) {