### 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
}
for (const KeyValue<StringName, BuiltInInfo> &E : info[skip_function].built_ins) {
									ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
									if (E.value.constant) {
										kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
									}
									matches.insert(E.key, kind);
								}
							}
						}
					} else {
						if (p_info.functions.has("global")) {
							for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions["global"].built_ins) {
								ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
								if (E.value.constant) {
									kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
								}
								matches.insert(E.key, kind);
							}
						}
						if (p_info.functions.has("constants")) {
							for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions["constants"].built_ins) {
								ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_MEMBER;
								if (E.value.constant) {
									kind = ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT;
								}
								matches.insert(E.key, kind);
							}
						}
						if (skip_function != StringName() && p_info.functions.has(skip_function)) {
							for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions[skip_function].built_ins) {