### 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 (!_can_do_next_pass() && p_property.name == "next_pass") {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (!_can_use_render_priority() && p_property.name == "render_priority") {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
}
void Material::_mark_initialized(const Callable &p_queue_shader_change_callable) {
	
	
	if (ResourceLoader::is_within_load() && Thread::get_caller_id() != Thread::get_main_id()) {
		DEV_ASSERT(init_state != INIT_STATE_READY);
		if (init_state == INIT_STATE_UNINITIALIZED) { 
			
			init_state = INIT_STATE_INITIALIZING;
			
			
			callable_mp(this, &Material::_mark_initialized).bind(p_queue_shader_change_callable).call_deferred();
			
			p_queue_shader_change_callable.call_deferred();
		}
	} else {
		
		init_state = INIT_STATE_READY;
		p_queue_shader_change_callable.callv(Array());
	}
}
void Material::inspect_native_shader_code() {