### 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)

return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version);
}
ParticlesShaderData::~ParticlesShaderData() {
	if (version.is_valid()) {
		MaterialStorage::get_singleton()->shaders.particles_process_shader.version_free(version);
	}
}
GLES3::ShaderData *GLES3::_create_particles_shader_func() {
	ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
	return shader_data;
}
void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
	update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
}
ParticleProcessMaterialData::~ParticleProcessMaterialData() {
}
GLES3::MaterialData *GLES3::_create_particles_material_func(ShaderData *p_shader) {
	ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData);
	material_data->shader_data = static_cast<ParticlesShaderData *>(p_shader);
	
	return material_data;
}
void ParticleProcessMaterialData::bind_uniforms() {
	
	glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
	bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1); 
}
#endif