### 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)

if (!uniforms.has(p_param)) {
		return false;
	}
	return uniforms[p_param].texture_order >= 0;
}
void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
	MaterialStorage *material_storage = MaterialStorage::get_singleton();
	bool uses_global_buffer = false;
	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
		if (E.value.order < 0) {
			continue; 
		}
		if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
			continue; 
		}
		if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
				E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
				E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
			continue;
		}
		if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {