### 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)

String f = p_function.operator String();
	if ((f == "get_shader_parameter" || f == "set_shader_parameter") && p_idx == 0) {
		if (shader.is_valid()) {
			List<PropertyInfo> pl;
			shader->get_shader_uniform_list(&pl);
			for (const PropertyInfo &E : pl) {
				r_options->push_back(E.name.replace_first("shader_parameter/", "").quote());
			}
		}
	}
	Resource::get_argument_options(p_function, p_idx, r_options);
}
bool ShaderMaterial::_can_do_next_pass() const {
	return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
}
bool ShaderMaterial::_can_use_render_priority() const {
	return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
}
Shader::Mode ShaderMaterial::get_shader_mode() const {
	if (shader.is_valid()) {
		return shader->get_mode();
	} else {
		return Shader::MODE_SPATIAL;
	}
}
RID ShaderMaterial::get_shader_rid() const {