### 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 (p_uniform_dirty && ubo_data.size()) {
		update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true);
		glBindBuffer(GL_UNIFORM_BUFFER, uniform_buffer);
		glBufferData(GL_UNIFORM_BUFFER, ubo_data.size(), ubo_data.ptrw(), GL_DYNAMIC_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}
	uint32_t tex_uniform_count = 0U;
	for (int i = 0; i < p_texture_uniforms.size(); i++) {
		tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
	}
	if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
		texture_cache.resize(tex_uniform_count);
		p_textures_dirty = true;
	}
	if (p_textures_dirty && tex_uniform_count) {
		update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
	}
}
MaterialStorage *MaterialStorage::singleton = nullptr;
MaterialStorage *MaterialStorage::get_singleton() {
	return singleton;
}
MaterialStorage::MaterialStorage() {
	singleton = this;
	shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;
	shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;
	shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func;
	shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;
	shader_data_request_func[RS::SHADER_FOG] = nullptr;
	material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;