### 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
}
Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (material->shader && material->shader->data) {
		material->shader->data->get_instance_param_list(r_parameters);
		if (material->next_pass.is_valid()) {
			material_get_instance_shader_parameters(material->next_pass, r_parameters);
		}
	}
}
void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
	Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	p_instance->update_dependency(&material->dependency);
	if (material->next_pass.is_valid()) {
		material_update_dependency(material->next_pass, p_instance);
	}
}
void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) {
	ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
	material_data_request_func[p_shader_type] = p_function;
}
MaterialStorage::MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
	ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr);
	return material_data_request_func[p_shader_type];
}