### 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)

if (shader.is_valid()) {
		return shader->get_rid();
	} else {
		return RID();
	}
}
ShaderMaterial::ShaderMaterial() {
}
ShaderMaterial::~ShaderMaterial() {
}
Mutex BaseMaterial3D::material_mutex;
SelfList<BaseMaterial3D>::List BaseMaterial3D::dirty_materials;
HashMap<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData, BaseMaterial3D::MaterialKey> BaseMaterial3D::shader_map;
BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr;
void BaseMaterial3D::init_shaders() {
	shader_names = memnew(ShaderNames);
	shader_names->albedo = "albedo";
	shader_names->specular = "specular";
	shader_names->roughness = "roughness";
	shader_names->metallic = "metallic";
	shader_names->emission = "emission";
	shader_names->emission_energy = "emission_energy";
	shader_names->normal_scale = "normal_scale";
	shader_names->rim = "rim";
	shader_names->rim_tint = "rim_tint";
	shader_names->clearcoat = "clearcoat";