### 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)

if (specular_mode == p_mode) {
		return;
	}
	specular_mode = p_mode;
	_queue_shader_change();
}
BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
	return specular_mode;
}
void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
	ERR_FAIL_INDEX(p_flag, FLAG_MAX);
	if (flags[p_flag] == p_enabled) {
		return;
	}
	flags[p_flag] = p_enabled;
	if (
			p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
			p_flag == FLAG_USE_TEXTURE_REPEAT ||
			p_flag == FLAG_SUBSURFACE_MODE_SKIN ||
			p_flag == FLAG_USE_POINT_SIZE ||
			p_flag == FLAG_UV1_USE_TRIPLANAR ||
			p_flag == FLAG_UV2_USE_TRIPLANAR) {
		notify_property_list_changed();
	}
	if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
		update_configuration_warning();
	}
	_queue_shader_change();
}
bool BaseMaterial3D::get_flag(Flags p_flag) const {