### 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 (tk.type != TK_SEMICOLON) {
			_set_tkpos(prev_pos);
			_set_expected_after_error(";", "shader_type " + String(shader_type_identifier));
			return ERR_PARSE_ERROR;
		}
	}
#ifdef DEBUG_ENABLED
	keyword_completion_context = CF_GLOBAL_SPACE;
#endif 
	tk = _get_token();
	int texture_uniforms = 0;
	int texture_binding = 0;
	int uniforms = 0;
	int instance_index = 0;
#ifdef DEBUG_ENABLED
	uint64_t uniform_buffer_size = 0;
	uint64_t max_uniform_buffer_size = 0;
	int uniform_buffer_exceeded_line = -1;
	bool check_device_limit_warnings = false;
	{
		RenderingDevice *device = RenderingDevice::get_singleton();
		if (device != nullptr) {
			check_device_limit_warnings = check_warnings && HAS_WARNING(ShaderWarning::DEVICE_LIMIT_EXCEEDED_FLAG);
			max_uniform_buffer_size = device->limit_get(RenderingDevice::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
		}
	}
#endif 
	ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
	stages = &p_functions;
	const FunctionInfo &constants = p_functions.has("constants") ? p_functions["constants"] : FunctionInfo();