### Godot version

4.0.stable.mono

### System information

Windows 10, NVIDIA RTX 2060 (Driver 30.0.14.7284), Vulkan 1.2.175 Forward+ (Editor)

### Issue description

When changing certain Global Shader Parameters (in this case, a mat4) in the Project Settings, the value sent to the editor 3D view appears to be undefined, resulting in garbage values sent to the shaders.

As an example here, I'm using a mat4 to describe global light directions for a lighting shader
Note that the shader receives a different value even when the editor is being set to the same values
https://user-images.githubusercontent.com/44537737/222551889-b7c7ca63-ef65-484c-818f-c6ce47a7d3c0.mp4

Setting the global parameter from a script does pass the correct value to the shaders
![image](https://user-images.githubusercontent.com/44537737/222552338-14582898-a76d-4ec4-b877-7b822e414901.png)

I have also determined the shaders in the editor also do not get correct values from the `project.godot` when loading the project.

### Steps to reproduce

- Create a Global Shader Parameter of mat4 type (Project > Project Settings... > Shader Globals)
- Create a shader that visualizes the value of the mat4 (`global uniform mat4 global_mat`)
- Attempt to modify the global in the same Project Settings menu, the shader will receive garbage values

### Minimal reproduction project

[GlobalShaderParameters.zip](https://github.com/godotengine/godot/files/10875801/GlobalShaderParameters.zip)

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() {