### 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 += "		float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;\n";
		code += "		if (msdf_outline_size > 0.0) {\n";
		code += "			float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;\n";
		code += "			albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);\n";
		code += "		} else {\n";
		code += "			albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);\n";
		code += "		}\n";
		code += "		albedo_tex.rgb = vec3(1.0);\n";
		code += "	}\n";
	} else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
		code += "	albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n";
	}
	if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
		code += "	albedo_tex *= COLOR;\n";
	}
	code += "	ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
	if (!orm) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
		} else {
			code += "	float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
		}
		code += "	METALLIC = metallic_tex * metallic;\n";
		switch (roughness_texture_channel) {
			case TEXTURE_CHANNEL_RED: {
				code += "	vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
			} break;
			case TEXTURE_CHANNEL_GREEN: {
				code += "	vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
			} break;