### 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
}
actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
		actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";
		actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
		actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
		actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
		actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
		actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
		actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
		actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
		actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
		actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
		actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
		actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
		actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
		actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
		actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
		actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
		actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
		actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
		actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
		actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
		actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
		actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
		actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
		actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
		actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
		actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
		actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
		bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
		if (!force_lambert) {