### 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)

}
			code += "		float current_depth = 0.0;\n";
			code += "		while(current_depth < depth) {\n";
			code += "			ofs -= delta;\n";
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "			depth = texture(texture_heightmap, ofs).r;\n";
			} else {
				code += "			depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
			}
			code += "			current_depth += layer_depth;\n";
			code += "		}\n";
			code += "		vec2 prev_ofs = ofs + delta;\n";
			code += "		float after_depth  = depth - current_depth;\n";
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "		float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
			} else {
				code += "		float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r  ) - current_depth + layer_depth;\n";
			}
			code += "		float weight = after_depth / (after_depth - before_depth);\n";
			code += "		ofs = mix(ofs,prev_ofs,weight);\n";
		} else {
			if (flags[FLAG_INVERT_HEIGHTMAP]) {
				code += "		float depth = texture(texture_heightmap, base_uv).r;\n";
			} else {
				code += "		float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
			}
			
			
			
			code += "		vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n";