### 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
}
emit_signal(SNAME("var_changed"));
	}
protected:
	static void _bind_methods() {
		ClassDB::bind_method("_set_var", &ShaderGlobalsEditorInterface::_set_var);
		ClassDB::bind_method("_var_changed", &ShaderGlobalsEditorInterface::_var_changed);
		ADD_SIGNAL(MethodInfo("var_changed"));
	}
	bool _set(const StringName &p_name, const Variant &p_value) {
		Variant existing = RS::get_singleton()->global_shader_parameter_get(p_name);
		if (existing.get_type() == Variant::NIL) {
			return false;
		}
		call_deferred("_set_var", p_name, p_value, existing);
		return true;
	}
	bool _get(const StringName &p_name, Variant &r_ret) const {