### 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
}
return roughness;
}
void BaseMaterial3D::set_metallic(float p_metallic) {
	metallic = p_metallic;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
}
float BaseMaterial3D::get_metallic() const {
	return metallic;
}
void BaseMaterial3D::set_emission(const Color &p_emission) {
	emission = p_emission;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
}
Color BaseMaterial3D::get_emission() const {
	return emission;
}
void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
	emission_energy_multiplier = p_emission_energy_multiplier;
	if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
	} else {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier);
	}
}
float BaseMaterial3D::get_emission_energy_multiplier() const {
	return emission_energy_multiplier;
}
void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {