### 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
}
ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
	emission_intensity = p_emission_intensity;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
}
float BaseMaterial3D::get_emission_intensity() const {
	return emission_intensity;
}
void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
	normal_scale = p_normal_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
}
float BaseMaterial3D::get_normal_scale() const {
	return normal_scale;
}
void BaseMaterial3D::set_rim(float p_rim) {
	rim = p_rim;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
}
float BaseMaterial3D::get_rim() const {
	return rim;
}
void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
	rim_tint = p_rim_tint;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
}
float BaseMaterial3D::get_rim_tint() const {
	return rim_tint;
}
void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {