### 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
}
first = false;
					if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) {
						_set_error(RTR("Expected an identifier or '[' after type."));
						return ERR_PARSE_ERROR;
					}
					if (tk.type == TK_BRACKET_OPEN) {
						Error error = _parse_array_size(p_block, p_function_info, false, &decl.size_expression, &array_size, &unknown_size);
						if (error != OK) {
							return error;
						}
						decl.size = array_size;
						fixed_array_size = true;
						tk = _get_token();
					}
				}
				if (tk.type != TK_IDENTIFIER) {
					_set_error(RTR("Expected an identifier."));
					return ERR_PARSE_ERROR;
				}
				StringName name = tk.text;
				ShaderLanguage::IdentifierType itype;
				if (_find_identifier(p_block, true, p_function_info, name, (ShaderLanguage::DataType *)nullptr, &itype)) {
					if (itype != IDENTIFIER_FUNCTION) {
						_set_redefinition_error(String(name));
						return ERR_PARSE_ERROR;
					}
				}
				decl.name = name;
#ifdef DEBUG_ENABLED
				if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG) && p_block) {