### 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)

HashMap<String, String> defined_modes;
	while (tk.type != TK_EOF) {
		switch (tk.type) {
			case TK_RENDER_MODE: {
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNSPECIFIED;
#endif 
				while (true) {
					StringName mode;
					_get_completable_identifier(nullptr, COMPLETION_RENDER_MODE, mode);
					if (mode == StringName()) {
						_set_error(RTR("Expected an identifier for render mode."));
						return ERR_PARSE_ERROR;
					}
					const String smode = String(mode);
					if (shader->render_modes.has(mode)) {
						_set_error(vformat(RTR("Duplicated render mode: '%s'."), smode));
						return ERR_PARSE_ERROR;
					}
					bool found = false;
					if (is_shader_inc) {
						for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
							const Vector<ModeInfo> modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(i));
							for (int j = 0; j < modes.size(); j++) {
								const ModeInfo &info = modes[j];
								const String name = String(info.name);
								if (smode.begins_with(name)) {
									if (!info.options.is_empty()) {
										if (info.options.has(smode.substr(name.length() + 1))) {
											found = true;