### 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
}
Error error = _parse_array_size(nullptr, constants, true, nullptr, &uniform.array_size, nullptr);
						if (error != OK) {
							return error;
						}
						tk = _get_token();
					}
					if (is_sampler_type(type)) {
						if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) {
							_set_error(vformat(RTR("The '%s' qualifier is not supported for sampler types."), "SCOPE_INSTANCE"));
							return ERR_PARSE_ERROR;
						}
						uniform.texture_order = texture_uniforms++;
						uniform.texture_binding = texture_binding;
						if (uniform.array_size > 0) {
							texture_binding += uniform.array_size;
						} else {
							++texture_binding;
						}
						uniform.order = -1;
					} else {
						if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE && (type == TYPE_MAT2 || type == TYPE_MAT3 || type == TYPE_MAT4)) {
							_set_error(vformat(RTR("The '%s' qualifier is not supported for matrix types."), "SCOPE_INSTANCE"));
							return ERR_PARSE_ERROR;
						}
						uniform.texture_order = -1;
						if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) {
							uniform.order = uniforms++;
#ifdef DEBUG_ENABLED
							if (check_device_limit_warnings) {
								if (uniform.array_size > 0) {