### 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)

if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		code += "uniform float alpha_scissor_threshold;\n";
	} else if (transparency == TRANSPARENCY_ALPHA_HASH) {
		code += "uniform float alpha_hash_scale;\n";
	}
	
	if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF &&
			(transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) {
		code += "uniform float alpha_antialiasing_edge;\n";
		code += "uniform ivec2 albedo_texture_size;\n";
	}
	code += "uniform float point_size : hint_range(0,128);\n";
	
	if (!orm) {
		code += "uniform float roughness : hint_range(0,1);\n";
		code += "uniform sampler2D texture_metallic : hint_default_white," + texfilter_str + ";\n";
		code += "uniform vec4 metallic_texture_channel;\n";
		switch (roughness_texture_channel) {
			case TEXTURE_CHANNEL_RED: {
				code += "uniform sampler2D texture_roughness : hint_roughness_r," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_GREEN: {
				code += "uniform sampler2D texture_roughness : hint_roughness_g," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_BLUE: {
				code += "uniform sampler2D texture_roughness : hint_roughness_b," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_ALPHA: {
				code += "uniform sampler2D texture_roughness : hint_roughness_a," + texfilter_str + ";\n";