### 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
}
distance_fade_min_distance = p_distance;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
}
float BaseMaterial3D::get_distance_fade_min_distance() const {
	return distance_fade_min_distance;
}
void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
	if (emission_op == p_op) {
		return;
	}
	emission_op = p_op;
	_queue_shader_change();
}
BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
	return emission_op;
}
RID BaseMaterial3D::get_shader_rid() const {
	MutexLock lock(material_mutex);
	if (element.in_list()) { 
		((BaseMaterial3D *)this)->_update_shader();
	}
	ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
	return shader_map[current_key].shader;
}
Shader::Mode BaseMaterial3D::get_shader_mode() const {
	return Shader::MODE_SPATIAL;
}
void BaseMaterial3D::_bind_methods() {