### 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)

used_functions[p_identifier].used = true;
			}
			break;
		case IdentifierType::IDENTIFIER_LOCAL_VAR:
			if (HAS_WARNING(ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG) && used_local_vars.has(p_function) && used_local_vars[p_function].has(p_identifier)) {
				used_local_vars[p_function][p_identifier].used = true;
			}
			break;
		default:
			break;
	}
}
#endif 
bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_reassign, const FunctionInfo &p_function_info, const StringName &p_identifier, DataType *r_data_type, IdentifierType *r_type, bool *r_is_const, int *r_array_size, StringName *r_struct_name, ConstantNode::Value *r_constant_value) {
	if (is_shader_inc) {
		for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
			for (const KeyValue<StringName, FunctionInfo> &E : ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(i))) {
				if ((current_function == E.key || E.key == "global" || E.key == "constants") && E.value.built_ins.has(p_identifier)) {
					if (r_data_type) {
						*r_data_type = E.value.built_ins[p_identifier].type;
					}
					if (r_is_const) {
						*r_is_const = E.value.built_ins[p_identifier].constant;
					}
					if (r_type) {
						*r_type = IDENTIFIER_BUILTIN_VAR;
					}
					return true;
				}
			}