### 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)

return nullptr;
					}
					if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) {
						_set_error(vformat(RTR("No matching constructor found for: '%s'."), String(funcname->name)));
						return nullptr;
					}
					expr = _reduce_expression(p_block, func);
				}
			}
		} else if (tk.type == TK_IDENTIFIER) {
			_set_tkpos(prepos);
			StringName identifier;
			StructNode *pstruct = nullptr;
			bool struct_init = false;
			_get_completable_identifier(p_block, COMPLETION_IDENTIFIER, identifier);
			if (shader->structs.has(identifier)) {
				pstruct = shader->structs[identifier].shader_struct;
				struct_init = true;
			}
			tk = _get_token();
			if (tk.type == TK_PARENTHESIS_OPEN) {
				if (struct_init) { 
					const StringName &name = identifier;
					OperatorNode *func = alloc_node<OperatorNode>();
					func->op = OP_STRUCT;
					func->struct_name = name;
					func->return_cache = TYPE_STRUCT;
					VariableNode *funcname = alloc_node<VariableNode>();
					funcname->name = name;
					func->arguments.push_back(funcname);