### Godot version

4.0.stable.mono

### System information

Windows 10, NVIDIA RTX 2060 (Driver 30.0.14.7284), Vulkan 1.2.175 Forward+ (Editor)

### Issue description

When changing certain Global Shader Parameters (in this case, a mat4) in the Project Settings, the value sent to the editor 3D view appears to be undefined, resulting in garbage values sent to the shaders.

As an example here, I'm using a mat4 to describe global light directions for a lighting shader
Note that the shader receives a different value even when the editor is being set to the same values
https://user-images.githubusercontent.com/44537737/222551889-b7c7ca63-ef65-484c-818f-c6ce47a7d3c0.mp4

Setting the global parameter from a script does pass the correct value to the shaders
![image](https://user-images.githubusercontent.com/44537737/222552338-14582898-a76d-4ec4-b877-7b822e414901.png)

I have also determined the shaders in the editor also do not get correct values from the `project.godot` when loading the project.

### Steps to reproduce

- Create a Global Shader Parameter of mat4 type (Project > Project Settings... > Shader Globals)
- Create a shader that visualizes the value of the mat4 (`global uniform mat4 global_mat`)
- Attempt to modify the global in the same Project Settings menu, the shader will receive garbage values

### Minimal reproduction project

[GlobalShaderParameters.zip](https://github.com/godotengine/godot/files/10875801/GlobalShaderParameters.zip)

gui[i + 3] = r[i + 3] ? 1 : 0;
					} else {
						gui[i] = 0;
						gui[i + 1] = 0;
						gui[i + 2] = 0;
						gui[i + 3] = 0;
					}
				}
			} else {
				uint32_t v = value;
				gui[0] = (v & 1) ? 1 : 0;
				gui[1] = (v & 2) ? 1 : 0;
				gui[2] = (v & 4) ? 1 : 0;
				gui[3] = (v & 8) ? 1 : 0;
			}
		} break;
		case ShaderLanguage::TYPE_INT: {
			int32_t *gui = (int32_t *)data;
			if (p_array_size > 0) {
				Vector<int> iv = value;
				int s = iv.size();
				const int *r = iv.ptr();
				for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
					if (i < s) {
						gui[j] = r[i];
					} else {
						gui[j] = 0;
					}
					gui[j + 1] = 0; 
					gui[j + 2] = 0;