### 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
}
switch (p_type) {
		case IdentifierType::IDENTIFIER_CONSTANT:
			if (HAS_WARNING(ShaderWarning::UNUSED_CONSTANT_FLAG) && used_constants.has(p_identifier)) {
				used_constants[p_identifier].used = true;
			}
			break;
		case IdentifierType::IDENTIFIER_VARYING:
			if (HAS_WARNING(ShaderWarning::UNUSED_VARYING_FLAG) && used_varyings.has(p_identifier)) {
				if (shader->varyings[p_identifier].stage != ShaderNode::Varying::STAGE_VERTEX && shader->varyings[p_identifier].stage != ShaderNode::Varying::STAGE_FRAGMENT) {
					used_varyings[p_identifier].used = true;
				}
			}
			break;
		case IdentifierType::IDENTIFIER_UNIFORM:
			if (HAS_WARNING(ShaderWarning::UNUSED_UNIFORM_FLAG) && used_uniforms.has(p_identifier)) {
				used_uniforms[p_identifier].used = true;
			}
			break;
		case IdentifierType::IDENTIFIER_FUNCTION:
			if (HAS_WARNING(ShaderWarning::UNUSED_FUNCTION_FLAG) && used_functions.has(p_identifier)) {