### 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)

switch (p_what) {
		case Node3D::NOTIFICATION_ENTER_TREE: {
			add_to_group(SceneStringNames::get_singleton()->shader_overrides_group);
			_activate();
		} break;
		case Node3D::NOTIFICATION_EXIT_TREE: {
			if (active) {
				
				for (const KeyValue<StringName, Override> &E : overrides) {
					const Override *o = &E.value;
					if (o->in_use) {
						RS::get_singleton()->global_shader_parameter_set_override(E.key, Variant());
					}
				}
			}
			remove_from_group(SceneStringNames::get_singleton()->shader_overrides_group_active);
			remove_from_group(SceneStringNames::get_singleton()->shader_overrides_group);
			get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringNames::get_singleton()->shader_overrides_group, "_activate"); 
			active = false;
		} break;
	}
}
PackedStringArray ShaderGlobalsOverride::get_configuration_warnings() const {