### 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
}
for (int i = 0; i < shader->functions.size(); i++) {
		if (shader->functions[i].name == p_name) {
			ERR_FAIL_INDEX_V(p_argument, shader->functions[i].function->arguments.size(), false);
			FunctionNode::Argument *arg = &shader->functions[i].function->arguments.write[p_argument];
			if (arg->tex_builtin_check) {
				_set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using both built-ins and uniform textures, this is not supported (use either one or the other)."), p_argument, String(p_name)));
				return false;
			} else if (arg->tex_argument_check) {
				
				if (arg->tex_argument_filter == p_filter && arg->tex_argument_repeat == p_repeat) {
					return true;
				} else {
					_set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using textures that differ in either filter or repeat setting."), p_argument, String(p_name)));
					return false;
				}
			} else {
				arg->tex_argument_check = true;
				arg->tex_argument_filter = p_filter;
				arg->tex_argument_repeat = p_repeat;
				for (KeyValue<StringName, HashSet<int>> &E : arg->tex_argument_connect) {