### 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
}
}
					if (get_scalar_type(args[i]) == args[i] && p_func->arguments[i + 1]->type == Node::NODE_TYPE_CONSTANT && convert_constant(static_cast<ConstantNode *>(p_func->arguments[i + 1]), builtin_func_defs[idx].args[i])) {
						
					} else if (args[i] != builtin_func_defs[idx].args[i]) {
						fail = true;
						break;
					}
				}
				if (!fail) {
					if (RenderingServer::get_singleton()->is_low_end()) {
						if (builtin_func_defs[idx].high_end) {
							fail = true;
							unsupported_builtin = true;
							builtin_idx = idx;
						}
					}
				}
				if (!fail && argcount < 4 && builtin_func_defs[idx].args[argcount] != TYPE_VOID) {
					fail = true; 
				}
				if (!fail) {
					{
						int constarg_idx = 0;
						while (builtin_func_const_args[constarg_idx].name) {
							if (String(name) == builtin_func_const_args[constarg_idx].name) {
								int arg = builtin_func_const_args[constarg_idx].arg + 1;
								if (p_func->arguments.size() <= arg) {
									break;
								}
								int min = builtin_func_const_args[constarg_idx].min;