### 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)

heightmap_scale = p_heightmap_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
}
float BaseMaterial3D::get_heightmap_scale() const {
	return heightmap_scale;
}
void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
	subsurface_scattering_strength = p_subsurface_scattering_strength;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
}
float BaseMaterial3D::get_subsurface_scattering_strength() const {
	return subsurface_scattering_strength;
}
void BaseMaterial3D::set_transmittance_color(const Color &p_color) {
	transmittance_color = p_color;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color);
}
Color BaseMaterial3D::get_transmittance_color() const {
	return transmittance_color;
}
void BaseMaterial3D::set_transmittance_depth(float p_depth) {
	transmittance_depth = p_depth;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth);
}
float BaseMaterial3D::get_transmittance_depth() const {
	return transmittance_depth;
}
void BaseMaterial3D::set_transmittance_boost(float p_boost) {