### 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)

ScriptLanguage::CodeCompletionOption option("hint_range", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
					if (completion_base == DataType::TYPE_INT) {
						option.insert_text = "hint_range(0, 100, 1)";
					} else {
						option.insert_text = "hint_range(0.0, 1.0, 0.1)";
					}
					r_options->push_back(option);
				}
			} else if ((int(completion_base) > int(TYPE_MAT4) && int(completion_base) < int(TYPE_STRUCT))) {
				Vector<String> options;
				if (completion_base_array) {
					if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
						options.push_back("source_color");
					}
				} else {
					if (current_uniform_filter == FILTER_DEFAULT) {
						options.push_back("filter_linear");
						options.push_back("filter_linear_mipmap");
						options.push_back("filter_linear_mipmap_anisotropic");
						options.push_back("filter_nearest");
						options.push_back("filter_nearest_mipmap");
						options.push_back("filter_nearest_mipmap_anisotropic");
					}
					if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
						options.push_back("hint_anisotropy");
						options.push_back("hint_default_black");
						options.push_back("hint_default_white");
						options.push_back("hint_default_transparent");
						options.push_back("hint_normal");
						options.push_back("hint_roughness_a");