### 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)

if (uniform_scope == ShaderNode::Uniform::SCOPE_LOCAL) {
						tk = _get_token();
						if (tk.type != TK_UNIFORM) {
							_set_expected_after_error("uniform", "instance");
							return ERR_PARSE_ERROR;
						}
						uniform_scope = ShaderNode::Uniform::SCOPE_INSTANCE;
					}
				}
			};
				[[fallthrough]];
			case TK_UNIFORM:
			case TK_VARYING: {
				bool is_uniform = tk.type == TK_UNIFORM;
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNSPECIFIED;
#endif 
				if (!is_uniform) {
					if (shader_type_identifier == "particles" || shader_type_identifier == "sky" || shader_type_identifier == "fog") {
						_set_error(vformat(RTR("Varyings cannot be used in '%s' shaders."), shader_type_identifier));
						return ERR_PARSE_ERROR;
					}
				}
				DataPrecision precision = PRECISION_DEFAULT;
				DataInterpolation interpolation = INTERPOLATION_DEFAULT;
				DataType type;
				StringName name;
				int array_size = 0;
				tk = _get_token();
#ifdef DEBUG_ENABLED