### 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
}
GDCLASS(ShaderGlobalsEditorInterface, Object)
	void _set_var(const StringName &p_name, const Variant &p_value, const Variant &p_prev_value) {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Set Shader Global Variable"));
		undo_redo->add_do_method(RS::get_singleton(), "global_shader_parameter_set", p_name, p_value);
		undo_redo->add_undo_method(RS::get_singleton(), "global_shader_parameter_set", p_name, p_prev_value);
		RS::GlobalShaderParameterType type = RS::get_singleton()->global_shader_parameter_get_type(p_name);
		Dictionary gv;
		gv["type"] = global_var_type_names[type];
		if (type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
			Ref<Resource> res = p_value;
			if (res.is_valid()) {
				gv["value"] = res->get_path();
			} else {
				gv["value"] = "";
			}
		} else {
			gv["value"] = p_value;
		}
		String path = "shader_globals/" + String(p_name);
		undo_redo->add_do_property(ProjectSettings::get_singleton(), path, gv);
		undo_redo->add_undo_property(ProjectSettings::get_singleton(), path, GLOBAL_GET(path));
		undo_redo->add_do_method(this, "_var_changed");
		undo_redo->add_undo_method(this, "_var_changed");
		block_update = true;
		undo_redo->commit_action();
		block_update = false;
	}
	void _var_changed() {