### 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
}
if (s.begins_with("param/")) {
			s = s.replace_first("param/", "shader_parameter/");
		} else if (s.begins_with("shader_param/")) {
			s = s.replace_first("shader_param/", "shader_parameter/");
		} else if (s.begins_with("shader_uniform/")) {
			s = s.replace_first("shader_uniform/", "shader_parameter/");
		} else {
			return false; 
		}
		WARN_PRINT("This material (containing shader with path: '" + shader->get_path() + "') uses an old deprecated parameter names. Consider re-saving this resource (or scene which contains it) in order for it to continue working in future versions.");
		String param = s.replace_first("shader_parameter/", "");
		remap_cache[s] = param;
		set_shader_parameter(param, p_value);
		return true;
#endif
	}
	return false;
}
bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
	if (shader.is_valid()) {
		const StringName *sn = remap_cache.getptr(p_name);
		if (sn) {
			
			r_ret = get_shader_parameter(*sn);
			return true;
		}
	}
	return false;
}
void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {