### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

if (specular_mode == p_mode) {
		return;
	}
	specular_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
	return specular_mode;
}
void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
	ERR_FAIL_INDEX(p_flag, FLAG_MAX);
	if (flags[p_flag] == p_enabled) {
		return;
	}
	flags[p_flag] = p_enabled;
	if (
			p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
			p_flag == FLAG_USE_TEXTURE_REPEAT ||
			p_flag == FLAG_SUBSURFACE_MODE_SKIN ||
			p_flag == FLAG_USE_POINT_SIZE ||
			p_flag == FLAG_UV1_USE_TRIPLANAR ||
			p_flag == FLAG_UV2_USE_TRIPLANAR) {
		notify_property_list_changed();
	}
	if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
		update_configuration_warning();
	}
	_queue_shader_change();
}
bool BaseMaterial3D::get_flag(Flags p_flag) const {