### 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
}
}
	}
	{
		
		List<StringName> to_delete;
		for (KeyValue<StringName, uint64_t> &E : used_global_textures) {
			if (E.value != global_textures_pass) {
				to_delete.push_back(E.key);
				GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
				if (v) {
					v->texture_materials.erase(self);
				}
			}
		}
		while (to_delete.front()) {
			used_global_textures.erase(to_delete.front()->get());
			to_delete.pop_front();
		}
		
		if (uses_global_textures != (global_texture_E != nullptr)) {
			if (uses_global_textures) {
				global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);
			} else {
				material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
				global_texture_E = nullptr;
			}
		}
	}
}
void MaterialData::update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size) {