### 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
}
} break;
							default:
								error = true;
								break;
						}
						tk = _get_token();
#ifdef DEBUG_ENABLED
						if (keyword_completion_context & CF_CONST_KEYWORD) {
							keyword_completion_context ^= CF_CONST_KEYWORD;
						}
						if (keyword_completion_context & CF_FUNC_DECL_PARAM_SPEC) {
							keyword_completion_context ^= CF_FUNC_DECL_PARAM_SPEC;
						}
						if (_lookup_next(next)) {
							if (is_token_precision(next.type)) {
								keyword_completion_context = CF_FUNC_DECL_PARAM_TYPE;
							} else if (is_token_datatype(next.type)) {
								keyword_completion_context = CF_PRECISION_MODIFIER;
							}
						}
#endif 
						if (error) {
							return ERR_PARSE_ERROR;
						}
					}
					DataType param_type;
					StringName param_name;
					StringName param_struct_name;
					DataPrecision param_precision = PRECISION_DEFAULT;
					int arg_array_size = 0;