### 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
}
HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name);
					if (!E) {
						E = used_global_textures.insert(uniform_name, global_textures_pass);
						v->texture_materials.insert(self);
					} else {
						E->value = global_textures_pass;
					}
					textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
				}
			} else {
				WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
			}
		} else {
			HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);
			if (V) {
				if (V->value.is_array()) {
					Array array = (Array)V->value;
					if (uniform_array_size > 0) {
						for (int j = 0; j < array.size(); j++) {
							textures.push_back(array[j]);
						}
					} else {
						if (array.size() > 0) {
							textures.push_back(array[0]);
						}
					}
				} else {
					textures.push_back(V->value);
				}
			}