### 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
}
options.push_back("hint_roughness_b");
						options.push_back("hint_roughness_g");
						options.push_back("hint_roughness_gray");
						options.push_back("hint_roughness_normal");
						options.push_back("hint_roughness_r");
						options.push_back("hint_screen_texture");
						options.push_back("hint_normal_roughness_texture");
						options.push_back("hint_depth_texture");
						options.push_back("source_color");
					}
					if (current_uniform_repeat == REPEAT_DEFAULT) {
						options.push_back("repeat_enable");
						options.push_back("repeat_disable");
					}
				}
				for (int i = 0; i < options.size(); i++) {
					ScriptLanguage::CodeCompletionOption option(options[i], ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
					r_options->push_back(option);
				}
			}
			if (!completion_base_array && !current_uniform_instance_index_defined) {
				ScriptLanguage::CodeCompletionOption option("instance_index", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
				option.insert_text = "instance_index(0)";
				r_options->push_back(option);
			}
		} break;
	}
	return ERR_PARSE_ERROR;
}
String ShaderLanguage::get_error_text() {