### 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
}
StringName *r = _remap(p_name);
	if (r) {
		Override *o = overrides.getptr(*r);
		if (!o) {
			Override ov;
			ov.in_use = false;
			overrides[*r] = ov;
			o = overrides.getptr(*r);
		}
		if (o) {
			o->override = p_value;
			if (active) {
				if (o->override.get_type() == Variant::OBJECT) {
					RID tex_rid = p_value;
					RS::get_singleton()->global_shader_parameter_set_override(*r, tex_rid);
				} else {
					RS::get_singleton()->global_shader_parameter_set_override(*r, p_value);
				}
			}
			o->in_use = p_value.get_type() != Variant::NIL;
			return true;
		}
	}
	return false;
}
bool ShaderGlobalsOverride::_get(const StringName &p_name, Variant &r_ret) const {