### 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)

Error error = _parse_array_size(nullptr, constants, true, nullptr, &uniform.array_size, nullptr);
						if (error != OK) {
							return error;
						}
						tk = _get_token();
					}
					if (is_sampler_type(type)) {
						if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) {
							_set_error(vformat(RTR("The '%s' qualifier is not supported for sampler types."), "SCOPE_INSTANCE"));
							return ERR_PARSE_ERROR;
						}
						uniform.texture_order = texture_uniforms++;
						uniform.texture_binding = texture_binding;
						if (uniform.array_size > 0) {
							texture_binding += uniform.array_size;
						} else {
							++texture_binding;
						}
						uniform.order = -1;
					} else {
						if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE && (type == TYPE_MAT2 || type == TYPE_MAT3 || type == TYPE_MAT4)) {
							_set_error(vformat(RTR("The '%s' qualifier is not supported for matrix types."), "SCOPE_INSTANCE"));
							return ERR_PARSE_ERROR;
						}
						uniform.texture_order = -1;
						if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) {
							uniform.order = uniforms++;
#ifdef DEBUG_ENABLED
							if (check_device_limit_warnings) {
								if (uniform.array_size > 0) {