### 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
}
deep_parallax = p_enable;
	_queue_shader_change();
	notify_property_list_changed();
}
bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
	return deep_parallax;
}
void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
	deep_parallax_min_layers = p_layer;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer);
}
int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
	return deep_parallax_min_layers;
}
void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
	deep_parallax_max_layers = p_layer;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer);
}
int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
	return deep_parallax_max_layers;
}
void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
	heightmap_parallax_flip_tangent = p_flip;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
}
bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
	return heightmap_parallax_flip_tangent;
}
void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {