### 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
}
_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
		global_shader_uniforms.must_update_buffer_materials = true; 
	}
	global_shader_uniforms.variables[p_name] = gv;
}
void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {
	if (!global_shader_uniforms.variables.has(p_name)) {
		return;
	}
	GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
	if (gv.buffer_index >= 0) {
		global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
		global_shader_uniforms.must_update_buffer_materials = true;
	} else {
		global_shader_uniforms.must_update_texture_materials = true;
	}
	global_shader_uniforms.variables.erase(p_name);
}
Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {
	if (!Engine::get_singleton()->is_editor_hint()) {
		ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
	}
	Vector<StringName> names;
	for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
		names.push_back(E.key);
	}
	names.sort_custom<StringName::AlphCompare>();
	return names;
}
void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {