### 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)

distance_fade_min_distance = p_distance;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
}
float BaseMaterial3D::get_distance_fade_min_distance() const {
	return distance_fade_min_distance;
}
void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
	if (emission_op == p_op) {
		return;
	}
	emission_op = p_op;
	_queue_shader_change();
}
BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
	return emission_op;
}
RID BaseMaterial3D::get_shader_rid() const {
	MutexLock lock(material_mutex);
	if (element.in_list()) { 
		((BaseMaterial3D *)this)->_update_shader();
	}
	ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
	return shader_map[current_key].shader;
}
Shader::Mode BaseMaterial3D::get_shader_mode() const {
	return Shader::MODE_SPATIAL;
}
void BaseMaterial3D::_bind_methods() {