### Godot version

4.0.3

### System information

Windows10

### Issue description

sky shader accepts uniform vec3, vec4, vec3 array, but not vec4 array

### Steps to reproduce

simply pass Vector4 to uniform vec4[] from gdscript

### Minimal reproduction project

gdscript

sky_material.set_shader_parameter("v3",Vector3(1,0.8,0.5)) - v
sky_material.set_shader_parameter("v4",Vector4(1,0.8,0.5,0.2)) - v
sky_material.set_shader_parameter("v3a",[Vector3(1,0.8,0.5)]) - v
sky_material.set_shader_parameter("v4a",[Vector4(1,0.8,0.5,0.2)]) - x

sky gdshader

uniform vec3 v3;
uniform vec4 v4;
uniform vec3 v3a[1];
uniform vec4 v4a[1];

void sky(){
    COLOR.r = v4a[0].w
}
billboard_mode = p_mode;
	_queue_shader_change();
	notify_property_list_changed();
}
BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
	return billboard_mode;
}
void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
	particles_anim_h_frames = p_frames;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
int BaseMaterial3D::get_particles_anim_h_frames() const {
	return particles_anim_h_frames;
}
void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
	particles_anim_v_frames = p_frames;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
int BaseMaterial3D::get_particles_anim_v_frames() const {
	return particles_anim_v_frames;
}
void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
	particles_anim_loop = p_loop;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
}
bool BaseMaterial3D::get_particles_anim_loop() const {
	return particles_anim_loop;
}
void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {