### Godot version

4.0 (.NET)

### System information

Windows 11

### Issue description

I have a global uniform vec4 in my shader. I was trying to set this value from code, using:

`RenderingServer.GlobalShaderParameterSet("vector4test", new Vector4(1f, 0.0f, 0.0f, 1.0f))`

This did not work, it seems the uniform was still at some default or invalid value. This is confirmed by running this afterwards:

`RenderingServer.GlobalShaderParameterGet("vector4test").As<Vector4>()`

Which also returns a zero'ed Vector4, not the vector I passed in.

After some time of head-scratching, I tried passing the value as a Plane instead of a Vector4. Then, it worked.

The [documentation](https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html) says that Vector4 type can be used to set vec4 shader types in GDscript (no mention of C# but I assume it should be the same). However this implementation seems to be broken.

### Steps to reproduce

Run attached project. Observe that nothing is visible. Change the line in the MeshInstance3D.cs script and observe that the plane with the shader suddenly appears when running it again.

### Minimal reproduction project

[Vector4Test.zip](https://github.com/godotengine/godot/files/11003334/Vector4Test.zip)

} break;
			case TEXTURE_CHANNEL_GRAYSCALE: {
				code += "uniform sampler2D texture_roughness : hint_roughness_gray," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_MAX:
				break; 
		}
		code += "uniform float specular;\n";
		code += "uniform float metallic;\n";
	} else {
		code += "uniform sampler2D texture_orm : hint_roughness_g," + texfilter_str + ";\n";
	}
	if (billboard_mode == BILLBOARD_PARTICLES) {
		code += "uniform int particles_anim_h_frames;\n";
		code += "uniform int particles_anim_v_frames;\n";
		code += "uniform bool particles_anim_loop;\n";
	}
	if (features[FEATURE_EMISSION]) {
		code += "uniform sampler2D texture_emission : source_color, hint_default_black," + texfilter_str + ";\n";
		code += "uniform vec4 emission : source_color;\n";
		code += "uniform float emission_energy;\n";
	}
	if (features[FEATURE_REFRACTION]) {
		code += "uniform sampler2D texture_refraction : " + texfilter_str + ";\n";
		code += "uniform float refraction : hint_range(-16,16);\n";
		code += "uniform vec4 refraction_texture_channel;\n";
	}
	if (features[FEATURE_REFRACTION]) {
		code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;";
	}