### 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)

}
		code += "	uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
		code += "	uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
	}
	if (grow_enabled) {
		code += "	VERTEX+=NORMAL*grow;\n";
	}
	code += "}\n";
	code += "\n\n";
	if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		code += "float msdf_median(float r, float g, float b, float a) {\n";
		code += "	return min(max(min(r, g), min(max(r, g), b)), a);\n";
		code += "}\n";
	}
	code += "\n\n";
	if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
		code += "	vec4 samp=vec4(0.0);\n";
		code += "	samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
		code += "	samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
		code += "	samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
		code += "	return samp;\n";
		code += "}\n";
	}
	code += "\n\n";
	code += "void fragment() {\n";
	if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "	vec2 base_uv = UV;\n";
	}
	if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2]) || (features[FEATURE_EMISSION] && flags[FLAG_EMISSION_ON_UV2])) {