### 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)

}
		code += "		base_uv=ofs;\n";
		if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
			code += "		base_uv2-=ofs;\n";
		}
		code += "	}\n";
	}
	if (flags[FLAG_USE_POINT_SIZE]) {
		code += "	vec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
	} else {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 albedo_tex = texture(texture_albedo,base_uv);\n";
		}
	}
	if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		code += "	{\n";
		code += "		albedo_tex.rgb = mix(vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055), vec3(12.92) * albedo_tex.rgb.rgb, lessThan(albedo_tex.rgb, vec3(0.0031308)));\n";
		code += "		vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));\n";
		if (flags[FLAG_USE_POINT_SIZE]) {
			code += "		vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n";
		} else {
			if (flags[FLAG_UV1_USE_TRIPLANAR]) {
				code += "		vec2 dest_size = vec2(1.0) / fwidth(uv1_triplanar_pos);\n";
			} else {
				code += "		vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
			}
		}
		code += "		float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);\n";