### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

if (!shader.is_null()) {
		List<PropertyInfo> list;
		shader->get_shader_uniform_list(&list, true);
		HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
		LocalVector<Pair<String, LocalVector<String>>> vgroups;
		{
			HashMap<String, List<PropertyInfo>> none_subgroup;
			none_subgroup.insert("<None>", List<PropertyInfo>());
			groups.insert("<None>", none_subgroup);
		}
		String last_group = "<None>";
		String last_subgroup = "<None>";
		bool is_none_group_undefined = true;
		bool is_none_group = true;
		for (List<PropertyInfo>::Element *E = list.front(); E; E = E->next()) {
			if (E->get().usage == PROPERTY_USAGE_GROUP) {
				if (!E->get().name.is_empty()) {
					Vector<String> vgroup = E->get().name.split("::");
					last_group = vgroup[0];
					if (vgroup.size() > 1) {
						last_subgroup = vgroup[1];
					} else {
						last_subgroup = "<None>";
					}
					is_none_group = false;
					if (!groups.has(last_group)) {
						PropertyInfo info;
						info.usage = PROPERTY_USAGE_GROUP;
						info.name = last_group.capitalize();
						info.hint_string = "shader_parameter/";