### 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
}
uint64_t key = 0;
	key |= ((int8_t)p_shaded & 0x01) << 0;
	key |= ((int8_t)p_transparency & 0x07) << 1; 
	key |= ((int8_t)p_double_sided & 0x01) << 4;
	key |= ((int8_t)p_billboard & 0x01) << 5;
	key |= ((int8_t)p_billboard_y & 0x01) << 6;
	key |= ((int8_t)p_msdf & 0x01) << 7;
	key |= ((int8_t)p_no_depth & 0x01) << 8;
	key |= ((int8_t)p_fixed_size & 0x01) << 9;
	key |= ((int8_t)p_filter & 0x07) << 10; 
	key |= ((int8_t)p_alpha_antialiasing_mode & 0x07) << 13; 
	if (materials_for_2d.has(key)) {
		if (r_shader_rid) {
			*r_shader_rid = materials_for_2d[key]->get_shader_rid();
		}
		return materials_for_2d[key];
	}
	Ref<StandardMaterial3D> material;
	material.instantiate();
	material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
	material->set_transparency(p_transparency);
	material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
	material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
	material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
	material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf);
	material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth);
	material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
	material->set_alpha_antialiasing(p_alpha_antialiasing_mode);
	material->set_texture_filter(p_filter);
	if (p_billboard || p_billboard_y) {