### 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 (tk.type != TK_SEMICOLON) {
			_set_tkpos(prev_pos);
			_set_expected_after_error(";", "shader_type " + String(shader_type_identifier));
			return ERR_PARSE_ERROR;
		}
	}
#ifdef DEBUG_ENABLED
	keyword_completion_context = CF_GLOBAL_SPACE;
#endif 
	tk = _get_token();
	int texture_uniforms = 0;
	int texture_binding = 0;
	int uniforms = 0;
	int instance_index = 0;
#ifdef DEBUG_ENABLED
	uint64_t uniform_buffer_size = 0;
	uint64_t max_uniform_buffer_size = 0;
	int uniform_buffer_exceeded_line = -1;
	bool check_device_limit_warnings = false;
	{
		RenderingDevice *device = RenderingDevice::get_singleton();
		if (device != nullptr) {
			check_device_limit_warnings = check_warnings && HAS_WARNING(ShaderWarning::DEVICE_LIMIT_EXCEEDED_FLAG);
			max_uniform_buffer_size = device->limit_get(RenderingDevice::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
		}
	}
#endif 
	ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
	stages = &p_functions;
	const FunctionInfo &constants = p_functions.has("constants") ? p_functions["constants"] : FunctionInfo();