### 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
}
} break;
				case TYPE_BVEC3:
				case TYPE_IVEC3:
				case TYPE_UVEC3:
				case TYPE_VEC3: {
					limit = 3;
				} break;
				case TYPE_BVEC4:
				case TYPE_IVEC4:
				case TYPE_UVEC4:
				case TYPE_VEC4: {
					limit = 4;
				} break;
				default: {
				}
			}
			for (int i = 0; i < limit; i++) {
				r_options->push_back(ScriptLanguage::CodeCompletionOption(String::chr(colv[i]), ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT));
				r_options->push_back(ScriptLanguage::CodeCompletionOption(String::chr(coordv[i]), ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT));
				r_options->push_back(ScriptLanguage::CodeCompletionOption(String::chr(coordt[i]), ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT));
			}
		} break;
		case COMPLETION_HINT: {
			if (completion_base == DataType::TYPE_VEC3 || completion_base == DataType::TYPE_VEC4) {
				if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
					ScriptLanguage::CodeCompletionOption option("source_color", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
					r_options->push_back(option);
				}
			} else if ((completion_base == DataType::TYPE_INT || completion_base == DataType::TYPE_FLOAT) && !completion_base_array) {
				if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {