### 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
}
String f = p_function.operator String();
	if ((f == "get_shader_parameter" || f == "set_shader_parameter") && p_idx == 0) {
		if (shader.is_valid()) {
			List<PropertyInfo> pl;
			shader->get_shader_uniform_list(&pl);
			for (const PropertyInfo &E : pl) {
				r_options->push_back(E.name.replace_first("shader_parameter/", "").quote());
			}
		}
	}
	Resource::get_argument_options(p_function, p_idx, r_options);
}
bool ShaderMaterial::_can_do_next_pass() const {
	return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
}
bool ShaderMaterial::_can_use_render_priority() const {
	return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
}
Shader::Mode ShaderMaterial::get_shader_mode() const {
	if (shader.is_valid()) {
		return shader->get_mode();
	} else {
		return Shader::MODE_SPATIAL;
	}
}
RID ShaderMaterial::get_shader_rid() const {