### 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)

uint64_t key = 0;
	key |= ((int8_t)p_shaded & 0x01) << 0;
	key |= ((int8_t)p_transparency & 0x07) << 1; 
	key |= ((int8_t)p_double_sided & 0x01) << 4;
	key |= ((int8_t)p_billboard & 0x01) << 5;
	key |= ((int8_t)p_billboard_y & 0x01) << 6;
	key |= ((int8_t)p_msdf & 0x01) << 7;
	key |= ((int8_t)p_no_depth & 0x01) << 8;
	key |= ((int8_t)p_fixed_size & 0x01) << 9;
	key |= ((int8_t)p_filter & 0x07) << 10; 
	key |= ((int8_t)p_alpha_antialiasing_mode & 0x07) << 13; 
	if (materials_for_2d.has(key)) {
		if (r_shader_rid) {
			*r_shader_rid = materials_for_2d[key]->get_shader_rid();
		}
		return materials_for_2d[key];
	}
	Ref<StandardMaterial3D> material;
	material.instantiate();
	material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
	material->set_transparency(p_transparency);
	material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
	material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
	material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
	material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf);
	material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth);
	material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
	material->set_alpha_antialiasing(p_alpha_antialiasing_mode);
	material->set_texture_filter(p_filter);
	if (p_billboard || p_billboard_y) {