### 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
}
memdelete_arr(global_shader_uniforms.buffer_values);
	memdelete_arr(global_shader_uniforms.buffer_usage);
	memdelete_arr(global_shader_uniforms.buffer_dirty_regions);
	RD::get_singleton()->free(global_shader_uniforms.buffer);
	
	RD::get_singleton()->free(quad_index_buffer); 
	
	for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
		for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
			RD::get_singleton()->free(default_rd_samplers[i][j]);
		}
	}
	
	for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
		for (int j = 0; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
			if (custom_rd_samplers[i][j].is_valid()) {
				RD::get_singleton()->free(custom_rd_samplers[i][j]);
			}
		}
	}
	singleton = nullptr;
}
bool MaterialStorage::free(RID p_rid) {