### 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_COND_V(p_func->op != OP_CALL && p_func->op != OP_CONSTRUCT, false);
	Vector<DataType> args;
	Vector<StringName> args2;
	Vector<int> args3;
	ERR_FAIL_COND_V(p_func->arguments[0]->type != Node::NODE_TYPE_VARIABLE, false);
	StringName name = static_cast<VariableNode *>(p_func->arguments[0])->name.operator String();
	for (int i = 1; i < p_func->arguments.size(); i++) {
		args.push_back(p_func->arguments[i]->get_datatype());
		args2.push_back(p_func->arguments[i]->get_datatype_name());
		args3.push_back(p_func->arguments[i]->get_array_size());
	}
	int argcount = args.size();
	if (p_function_info.stage_functions.has(name)) {
		
		const StageFunctionInfo &sf = p_function_info.stage_functions[name];
		if (argcount != sf.arguments.size()) {
			_set_error(vformat(RTR("Invalid number of arguments when calling stage function '%s', which expects %d arguments."), String(name), sf.arguments.size()));
			return false;
		}
		
		for (int i = 0; i < argcount; i++) {
			if (args[i] != sf.arguments[i].type) {
				_set_error(vformat(RTR("Invalid argument type when calling stage function '%s', type expected is '%s'."), String(name), get_datatype_name(sf.arguments[i].type)));
				return false;
			}