### 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
}
set_uv2_scale(Vector3(1, 1, 1));
	set_uv2_triplanar_blend_sharpness(1);
	set_billboard_mode(BILLBOARD_DISABLED);
	set_particles_anim_h_frames(1);
	set_particles_anim_v_frames(1);
	set_particles_anim_loop(false);
	set_transparency(TRANSPARENCY_DISABLED);
	set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
	
	
	set_alpha_scissor_threshold(0.5);
	set_alpha_hash_scale(1.0);
	set_alpha_antialiasing_edge(0.3);
	set_proximity_fade_distance(1);
	set_distance_fade_min_distance(0);
	set_distance_fade_max_distance(10);
	set_ao_light_affect(0.0);
	set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
	set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
	set_ao_texture_channel(TEXTURE_CHANNEL_RED);
	set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
	set_grow(0.0);
	set_heightmap_deep_parallax_min_layers(8);
	set_heightmap_deep_parallax_max_layers(32);
	set_heightmap_deep_parallax_flip_tangent(false); 
	flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
	flags[FLAG_USE_TEXTURE_REPEAT] = true;
	_mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change));
}
BaseMaterial3D::~BaseMaterial3D() {