### 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 (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
					pi.type = Variant::COLOR;
				} else {
					pi.type = Variant::VECTOR4;
				}
			}
		} break;
		case ShaderLanguage::TYPE_MAT2:
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_FLOAT32_ARRAY;
			} else {
				pi.type = Variant::TRANSFORM2D;
			}
			break;
		case ShaderLanguage::TYPE_MAT3:
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_FLOAT32_ARRAY;
			} else {
				pi.type = Variant::BASIS;
			}
			break;
		case ShaderLanguage::TYPE_MAT4:
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_FLOAT32_ARRAY;
			} else {
				pi.type = Variant::PROJECTION;
			}
			break;
		case ShaderLanguage::TYPE_SAMPLER2D:
		case ShaderLanguage::TYPE_ISAMPLER2D: