### 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
}
arg->tex_builtin = p_builtin;
				for (KeyValue<StringName, HashSet<int>> &E : arg->tex_argument_connect) {
					for (const int &F : E.value) {
						if (!_propagate_function_call_sampler_builtin_reference(E.key, F, p_builtin)) {
							return false;
						}
					}
				}
				return true;
			}
		}
	}
	ERR_FAIL_V(false); 
}
Error ShaderLanguage::_parse_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_forbid_unknown_size, Node **r_size_expression, int *r_array_size, bool *r_unknown_size) {
	bool error = false;
	if (r_array_size != nullptr && *r_array_size > 0) {
		error = true;
	}
	if (r_unknown_size != nullptr && *r_unknown_size) {
		error = true;
	}
	if (error) {
		_set_error(vformat(RTR("Array size is already defined.")));
		return ERR_PARSE_ERROR;
	}
	TkPos pos = _get_tkpos();
	Token tk = _get_token();
	if (tk.type == TK_BRACKET_CLOSE) {
		if (p_forbid_unknown_size) {