### 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)

actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n";
		}
		actions.renames["TRANSFORM"] = "xform";
		actions.renames["TIME"] = "time";
		actions.renames["PI"] = _MKSTR(Math_PI);
		actions.renames["TAU"] = _MKSTR(Math_TAU);
		actions.renames["E"] = _MKSTR(Math_E);
		actions.renames["LIFETIME"] = "lifetime";
		actions.renames["DELTA"] = "local_delta";
		actions.renames["NUMBER"] = "particle_number";
		actions.renames["INDEX"] = "index";
		
		actions.renames["EMISSION_TRANSFORM"] = "emission_transform";
		actions.renames["RANDOM_SEED"] = "random_seed";
		actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
		actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
		actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
		actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR";
		actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM";
		actions.renames["RESTART_POSITION"] = "restart_position";
		actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";
		actions.renames["RESTART_VELOCITY"] = "restart_velocity";
		actions.renames["RESTART_COLOR"] = "restart_color";
		actions.renames["RESTART_CUSTOM"] = "restart_custom";
		actions.renames["emit_subparticle"] = "emit_subparticle";
		actions.renames["COLLIDED"] = "collided";
		actions.renames["COLLISION_NORMAL"] = "collision_normal";
		actions.renames["COLLISION_DEPTH"] = "collision_depth";
		actions.renames["ATTRACTOR_FORCE"] = "attractor_force";
		actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";