### 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)

set_uv2_scale(Vector3(1, 1, 1));
	set_uv2_triplanar_blend_sharpness(1);
	set_billboard_mode(BILLBOARD_DISABLED);
	set_particles_anim_h_frames(1);
	set_particles_anim_v_frames(1);
	set_particles_anim_loop(false);
	set_transparency(TRANSPARENCY_DISABLED);
	set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
	
	
	set_alpha_scissor_threshold(0.5);
	set_alpha_hash_scale(1.0);
	set_alpha_antialiasing_edge(0.3);
	set_proximity_fade_distance(1);
	set_distance_fade_min_distance(0);
	set_distance_fade_max_distance(10);
	set_ao_light_affect(0.0);
	set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
	set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
	set_ao_texture_channel(TEXTURE_CHANNEL_RED);
	set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
	set_grow(0.0);
	set_heightmap_deep_parallax_min_layers(8);
	set_heightmap_deep_parallax_max_layers(32);
	set_heightmap_deep_parallax_flip_tangent(false); 
	flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
	flags[FLAG_USE_TEXTURE_REPEAT] = true;
	_mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change));
}
BaseMaterial3D::~BaseMaterial3D() {