### Godot version

4.0.3.stable

### System information

Linux - Godot v4.0.3.stable - Vulkan (Forward+)

### Issue description

Disabling the shader pre-processor with `#pragma disable_preprocessor` causes errors to be displayed about built-ins being unknown. However, the shader will correctly compile and function as normal - the error is only in the shader editor.

Example screenshot:
![Screenshot from 2023-06-20 17-55-20](https://github.com/godotengine/godot/assets/19494722/06c9ea85-1e60-4f8c-8630-bbcfd13685c5)


### Steps to reproduce

1. Open project
2. Open `error-example.gdshader` in shader editor
3. Observe error

### Minimal reproduction project

[godot-4-shader-preprocessor-editor-error-minimal-reproduction-project-main.zip](https://github.com/godotengine/godot/files/11804403/godot-4-shader-preprocessor-editor-error-minimal-reproduction-project-main.zip)

Can also be found at: https://github.com/MenacingMecha/godot-4-shader-preprocessor-editor-error-minimal-reproduction-project
return true;
}
void Shader::_update_shader() const {
}
Array Shader::_get_shader_uniform_list(bool p_get_groups) {
	List<PropertyInfo> uniform_list;
	get_shader_uniform_list(&uniform_list, p_get_groups);
	Array ret;
	for (const PropertyInfo &pi : uniform_list) {
		ret.push_back(pi.operator Dictionary());
	}
	return ret;
}
void Shader::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
	ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
	ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
	ClassDB::bind_method(D_METHOD("set_default_texture_parameter", "name", "texture", "index"), &Shader::set_default_texture_parameter, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_default_texture_parameter", "name", "index"), &Shader::get_default_texture_parameter, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("get_shader_uniform_list", "get_groups"), &Shader::_get_shader_uniform_list, DEFVAL(false));
	ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
	BIND_ENUM_CONSTANT(MODE_SPATIAL);
	BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
	BIND_ENUM_CONSTANT(MODE_PARTICLES);
	BIND_ENUM_CONSTANT(MODE_SKY);
	BIND_ENUM_CONSTANT(MODE_FOG);
}
Shader::Shader() {