### 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 (constant.precision != precision2 || constant.type != type2 || struct_name != struct_name2 || constant.array_size != array_size2) {
										String from;
										if (type2 == TYPE_STRUCT) {
											from += struct_name2;
										} else {
											if (precision2 != PRECISION_DEFAULT) {
												from += get_precision_name(precision2);
												from += " ";
											}
											from += get_datatype_name(type2);
										}
										from += "[";
										from += itos(array_size2);
										from += "]'";
										String to;
										if (type == TYPE_STRUCT) {
											to += struct_name;
										} else {
											if (precision != PRECISION_DEFAULT) {
												to += get_precision_name(precision);
												to += " ";
											}
											to += get_datatype_name(type);
										}
										to += "[";
										to += itos(constant.array_size);
										to += "]'";
										_set_error(vformat(RTR("Cannot convert from '%s' to '%s'."), from, to));
										return ERR_PARSE_ERROR;