### 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
}
if (o->in_use && o->override.get_type() != Variant::NIL) {
			pinfo.usage |= PROPERTY_USAGE_CHECKED;
			pinfo.usage |= PROPERTY_USAGE_STORAGE;
		}
		p_list->push_back(pinfo);
	}
}
void ShaderGlobalsOverride::_activate() {
	ERR_FAIL_NULL(get_tree());
	List<Node *> nodes;
	get_tree()->get_nodes_in_group(SceneStringNames::get_singleton()->shader_overrides_group_active, &nodes);
	if (nodes.size() == 0) {
		
		active = true;
		add_to_group(SceneStringNames::get_singleton()->shader_overrides_group_active);
		for (const KeyValue<StringName, Override> &E : overrides) {
			const Override *o = &E.value;
			if (o->in_use && o->override.get_type() != Variant::NIL) {
				if (o->override.get_type() == Variant::OBJECT) {
					RID tex_rid = o->override;
					RS::get_singleton()->global_shader_parameter_set_override(E.key, tex_rid);
				} else {
					RS::get_singleton()->global_shader_parameter_set_override(E.key, o->override);
				}
			}
			update_configuration_warnings(); 
		}
	}
}
void ShaderGlobalsOverride::_notification(int p_what) {