### 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)

BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT);
	BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
	BIND_ENUM_CONSTANT(FEATURE_DETAIL);
	BIND_ENUM_CONSTANT(FEATURE_MAX);
	BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
	BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
	BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
	BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
	BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_OFF);
	BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
	BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
	BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
	BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
	BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
	BIND_ENUM_CONSTANT(CULL_BACK);
	BIND_ENUM_CONSTANT(CULL_FRONT);
	BIND_ENUM_CONSTANT(CULL_DISABLED);
	BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
	BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
	BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
	BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE);
	BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
	BIND_ENUM_CONSTANT(FLAG_BILLBOARD_KEEP_SCALE);
	BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR);
	BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR);
	BIND_ENUM_CONSTANT(FLAG_UV1_USE_WORLD_TRIPLANAR);
	BIND_ENUM_CONSTANT(FLAG_UV2_USE_WORLD_TRIPLANAR);
	BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2);
	BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2);
	BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);