### 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)

case TEXTURE_CHANNEL_BLUE: {
				code += "	vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
			} break;
			case TEXTURE_CHANNEL_ALPHA: {
				code += "	vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
			} break;
			case TEXTURE_CHANNEL_GRAYSCALE: {
				code += "	vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
			} break;
			case TEXTURE_CHANNEL_MAX:
				break; 
		}
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
		} else {
			code += "	float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
		}
		code += "	ROUGHNESS = roughness_tex * roughness;\n";
		code += "	SPECULAR = specular;\n";
	} else {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 orm_tex = texture(texture_orm,base_uv);\n";
		}
		code += "	ROUGHNESS = orm_tex.g;\n";
		code += "	METALLIC = orm_tex.b;\n";
	}
	if (features[FEATURE_NORMAL_MAPPING]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {