### 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
}
ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
	shader_data_request_func[p_shader_type] = p_function;
}
RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
	if (shader->data) {
		return shader->data->get_native_source_code();
	}
	return RS::ShaderNativeSourceCode();
}
void MaterialStorage::_material_uniform_set_erased(void *p_material) {
	RID rid = *(RID *)p_material;
	Material *material = MaterialStorage::get_singleton()->get_material(rid);
	if (material) {
		if (material->data) {
			
			
			MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
		}
		material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
	}
}
void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {