### 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 (features[FEATURE_BACKLIGHT]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
		} else {
			code += "	vec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
		}
		code += "	BACKLIGHT = (backlight.rgb+backlight_tex);\n";
	}
	if (features[FEATURE_DETAIL]) {
		bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
		if (triplanar) {
			String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
			code += "	vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
			code += "	vec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
		} else {
			String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
			code += "	vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
			code += "	vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
		}
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
		}
		switch (detail_blend_mode) {
			case BLEND_MODE_MIX: {
				code += "	vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_ADD: {