### 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 (depth_draw_mode == p_mode) {
		return;
	}
	depth_draw_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
	return depth_draw_mode;
}
void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
	if (cull_mode == p_mode) {
		return;
	}
	cull_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
	return cull_mode;
}
void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
	if (diffuse_mode == p_mode) {
		return;
	}
	diffuse_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
	return diffuse_mode;
}
void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {