### 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)

ao_light_affect = p_ao_light_affect;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
}
float BaseMaterial3D::get_ao_light_affect() const {
	return ao_light_affect;
}
void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
	clearcoat = p_clearcoat;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
}
float BaseMaterial3D::get_clearcoat() const {
	return clearcoat;
}
void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
	clearcoat_roughness = p_clearcoat_roughness;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness);
}
float BaseMaterial3D::get_clearcoat_roughness() const {
	return clearcoat_roughness;
}
void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
	anisotropy = p_anisotropy;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
}
float BaseMaterial3D::get_anisotropy() const {
	return anisotropy;
}
void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {