### 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)

case ShaderLanguage::TYPE_SAMPLER3D: {
					rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
				} break;
				case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
				case ShaderLanguage::TYPE_USAMPLER2DARRAY:
				case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
					rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
				} break;
				default: {
				}
			}
#ifdef TOOLS_ENABLED
			if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
				roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
			}
#endif
			if (uniform_array_size > 0) {
				for (int j = 0; j < uniform_array_size; j++) {
					p_textures[k++] = rd_texture;
				}
			} else {
				p_textures[k++] = rd_texture;
			}
		} else {
			bool srgb = p_use_linear_color && p_texture_uniforms[i].use_color;
			for (int j = 0; j < textures.size(); j++) {
				TextureStorage::Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
				if (tex) {
					rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
#ifdef TOOLS_ENABLED