### 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 (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
		
		code += "	TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
		code += "	TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
		code += "	TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
		code += "	TANGENT = normalize(TANGENT);\n";
		code += "	BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
		code += "	BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
		code += "	BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
		code += "	BINORMAL = normalize(BINORMAL);\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
			code += "	uv1_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
			code += "	uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
		} else {
			code += "	uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
			code += "	uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
		}
		code += "	uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
		code += "	uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
	}
	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
		if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
			code += "	uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
			code += "	uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
		} else {
			code += "	uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
			code += "	uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";