### 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)

GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
		if (!shader->default_texture_parameter.has(p_name)) {
			shader->default_texture_parameter[p_name] = HashMap<int, RID>();
		}
		shader->default_texture_parameter[p_name][p_index] = p_texture;
	} else {
		if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
			shader->default_texture_parameter[p_name].erase(p_index);
			if (shader->default_texture_parameter[p_name].is_empty()) {
				shader->default_texture_parameter.erase(p_name);
			}
		}
	}
	if (shader->data) {
		shader->data->set_default_texture_parameter(p_name, p_texture, p_index);
	}
	for (Material *E : shader->owners) {
		Material *material = E;
		_material_queue_update(material, false, true);
	}
}
RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const {