### 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 (vn->is_const) {
											fail = true;
										} else {
											StringName varname = vn->name;
											if (shader->uniforms.has(varname)) {
												fail = true;
											} else {
												if (shader->varyings.has(varname)) {
													_set_error(vformat(RTR("Varyings cannot be passed for the '%s' parameter."), "out"));
													return false;
												}
												if (p_function_info.built_ins.has(varname)) {
													BuiltInInfo info = p_function_info.built_ins[varname];
													if (info.constant) {
														fail = true;
													}
												}
											}
										}
									}
									if (fail) {
										_set_error(vformat(RTR("A constant value cannot be passed for the '%s' parameter."), "out"));
										return false;
									}
									StringName var_name;
									if (p_func->arguments[arg_idx + 1]->type == Node::NODE_TYPE_ARRAY) {
										var_name = static_cast<const ArrayNode *>(p_func->arguments[arg_idx + 1])->name;
									} else if (p_func->arguments[arg_idx + 1]->type == Node::NODE_TYPE_MEMBER) {
										Node *n = static_cast<const MemberNode *>(p_func->arguments[arg_idx + 1])->owner;
										while (n->type == Node::NODE_TYPE_MEMBER) {