### 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
}
heightmap_scale = p_heightmap_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
}
float BaseMaterial3D::get_heightmap_scale() const {
	return heightmap_scale;
}
void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
	subsurface_scattering_strength = p_subsurface_scattering_strength;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
}
float BaseMaterial3D::get_subsurface_scattering_strength() const {
	return subsurface_scattering_strength;
}
void BaseMaterial3D::set_transmittance_color(const Color &p_color) {
	transmittance_color = p_color;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color);
}
Color BaseMaterial3D::get_transmittance_color() const {
	return transmittance_color;
}
void BaseMaterial3D::set_transmittance_depth(float p_depth) {
	transmittance_depth = p_depth;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth);
}
float BaseMaterial3D::get_transmittance_depth() const {
	return transmittance_depth;
}
void BaseMaterial3D::set_transmittance_boost(float p_boost) {