### 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)

if (!E) {
						E = used_global_textures.insert(uniform_name, global_textures_pass);
						v->texture_materials.insert(self);
					} else {
						E->value = global_textures_pass;
					}
					textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
				}
			} else {
				WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
			}
		} else {
			HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);
			if (V) {
				if (V->value.is_array()) {
					Array array = (Array)V->value;
					if (uniform_array_size > 0) {
						for (int j = 0; j < array.size(); j++) {
							textures.push_back(array[j]);
						}
					} else {
						if (array.size() > 0) {
							textures.push_back(array[0]);
						}
					}
				} else {
					textures.push_back(V->value);
				}
			}
			if (uniform_array_size > 0) {