### 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)

p_property.usage = PROPERTY_USAGE_NONE;
	}
	
	if (p_property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "blend_mode" && alpha_aa_enabled) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if ((p_property.name == "heightmap_min_layers" || p_property.name == "heightmap_max_layers") && !deep_parallax) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (p_property.name == "subsurf_scatter_transmittance_color" || p_property.name == "subsurf_scatter_transmittance_texture")) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (orm) {
		if (p_property.name == "shading_mode") {
			
			p_property.hint_string = "Unshaded,Per-Pixel";
		}
		if (p_property.name.begins_with("roughness") || p_property.name.begins_with("metallic") || p_property.name.begins_with("ao_texture")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
	} else {
		if (p_property.name == "orm_texture") {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
	}
	if (shading_mode != SHADING_MODE_PER_PIXEL) {
		if (shading_mode != SHADING_MODE_PER_VERTEX) {