### 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 (!shader.is_null()) {
		List<PropertyInfo> list;
		shader->get_shader_uniform_list(&list, true);
		HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
		LocalVector<Pair<String, LocalVector<String>>> vgroups;
		{
			HashMap<String, List<PropertyInfo>> none_subgroup;
			none_subgroup.insert("<None>", List<PropertyInfo>());
			groups.insert("<None>", none_subgroup);
		}
		String last_group = "<None>";
		String last_subgroup = "<None>";
		bool is_none_group_undefined = true;
		bool is_none_group = true;
		for (List<PropertyInfo>::Element *E = list.front(); E; E = E->next()) {
			if (E->get().usage == PROPERTY_USAGE_GROUP) {
				if (!E->get().name.is_empty()) {
					Vector<String> vgroup = E->get().name.split("::");
					last_group = vgroup[0];
					if (vgroup.size() > 1) {
						last_subgroup = vgroup[1];
					} else {
						last_subgroup = "<None>";
					}
					is_none_group = false;
					if (!groups.has(last_group)) {
						PropertyInfo info;
						info.usage = PROPERTY_USAGE_GROUP;
						info.name = last_group.capitalize();
						info.hint_string = "shader_parameter/";