### 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
}
if (specular_mode == p_mode) {
		return;
	}
	specular_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
	return specular_mode;
}
void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
	ERR_FAIL_INDEX(p_flag, FLAG_MAX);
	if (flags[p_flag] == p_enabled) {
		return;
	}
	flags[p_flag] = p_enabled;
	if (
			p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
			p_flag == FLAG_USE_TEXTURE_REPEAT ||
			p_flag == FLAG_SUBSURFACE_MODE_SKIN ||
			p_flag == FLAG_USE_POINT_SIZE ||
			p_flag == FLAG_UV1_USE_TRIPLANAR ||
			p_flag == FLAG_UV2_USE_TRIPLANAR) {
		notify_property_list_changed();
	}
	if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
		update_configuration_warning();
	}
	_queue_shader_change();
}
bool BaseMaterial3D::get_flag(Flags p_flag) const {