### 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
}
pinfo.type = Variant::OBJECT;
				pinfo.hint = PROPERTY_HINT_RESOURCE_TYPE;
				pinfo.hint_string = "Texture2D";
			} break;
			case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
				pinfo.type = Variant::OBJECT;
				pinfo.hint = PROPERTY_HINT_RESOURCE_TYPE;
				pinfo.hint_string = "Texture2DArray";
			} break;
			case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
				pinfo.type = Variant::OBJECT;
				pinfo.hint = PROPERTY_HINT_RESOURCE_TYPE;
				pinfo.hint_string = "Texture3D";
			} break;
			case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
				pinfo.type = Variant::OBJECT;
				pinfo.hint = PROPERTY_HINT_RESOURCE_TYPE;
				pinfo.hint_string = "Cubemap";
			} break;
			default: {
			} break;
		}
		if (!overrides.has(variables[i])) {
			Override o;
			o.in_use = false;
			Callable::CallError ce;
			Variant::construct(pinfo.type, o.override, nullptr, 0, ce);
			overrides[variables[i]] = o;
		}
		Override *o = overrides.getptr(variables[i]);