### 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)

bool ret = false;
	GDVIRTUAL_CALL(_can_use_render_priority, ret);
	return ret;
}
Ref<Resource> Material::create_placeholder() const {
	Ref<PlaceholderMaterial> placeholder;
	placeholder.instantiate();
	return placeholder;
}
void Material::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
	ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
	ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
	ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
	ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code);
	ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
	ClassDB::bind_method(D_METHOD("create_placeholder"), &Material::create_placeholder);
	ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
	BIND_CONSTANT(RENDER_PRIORITY_MAX);
	BIND_CONSTANT(RENDER_PRIORITY_MIN);
	GDVIRTUAL_BIND(_get_shader_rid)
	GDVIRTUAL_BIND(_get_shader_mode)
	GDVIRTUAL_BIND(_can_do_next_pass)
	GDVIRTUAL_BIND(_can_use_render_priority)
}
Material::Material() {