### Godot version

4.0.stable.mono

### System information

Windows 10, NVIDIA RTX 2060 (Driver 30.0.14.7284), Vulkan 1.2.175 Forward+ (Editor)

### Issue description

When changing certain Global Shader Parameters (in this case, a mat4) in the Project Settings, the value sent to the editor 3D view appears to be undefined, resulting in garbage values sent to the shaders.

As an example here, I'm using a mat4 to describe global light directions for a lighting shader
Note that the shader receives a different value even when the editor is being set to the same values
https://user-images.githubusercontent.com/44537737/222551889-b7c7ca63-ef65-484c-818f-c6ce47a7d3c0.mp4

Setting the global parameter from a script does pass the correct value to the shaders
![image](https://user-images.githubusercontent.com/44537737/222552338-14582898-a76d-4ec4-b877-7b822e414901.png)

I have also determined the shaders in the editor also do not get correct values from the `project.godot` when loading the project.

### Steps to reproduce

- Create a Global Shader Parameter of mat4 type (Project > Project Settings... > Shader Globals)
- Create a shader that visualizes the value of the mat4 (`global uniform mat4 global_mat`)
- Attempt to modify the global in the same Project Settings menu, the shader will receive garbage values

### Minimal reproduction project

[GlobalShaderParameters.zip](https://github.com/godotengine/godot/files/10875801/GlobalShaderParameters.zip)

error = true;
											}
										}
										if (!error && varname != StringName()) {
											if (shader->constants.has(varname)) {
												error = true;
											} else if (shader->uniforms.has(varname)) {
												error = true;
											} else if (p_function_info.built_ins.has(varname)) {
												BuiltInInfo info = p_function_info.built_ins[varname];
												if (info.constant) {
													error = true;
												}
											}
										}
										if (error) {
											_set_error(vformat(RTR("A constant value cannot be passed for '%s' parameter."), _get_qualifier_str(arg_qual)));
											return nullptr;
										}
									}
									if (is_sampler_type(call_function->arguments[i].type)) {
										
										ERR_CONTINUE(n->type != Node::NODE_TYPE_VARIABLE); 
										VariableNode *vn = static_cast<VariableNode *>(n);
										StringName varname = vn->name;
										if (shader->uniforms.has(varname)) {
											
											ShaderNode::Uniform *u = &shader->uniforms[varname];
											ERR_CONTINUE(u->type != call_function->arguments[i].type); 
											if (RendererCompositor::get_singleton()->is_xr_enabled() && is_custom_func) {