### 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)

r_options->push_back(option);
			}
		}
	}
#endif 
	switch (completion_type) {
		case COMPLETION_NONE: {
			
			return OK;
		} break;
		case COMPLETION_SHADER_TYPE: {
			for (const String &shader_type : p_info.shader_types) {
				ScriptLanguage::CodeCompletionOption option(shader_type, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
				r_options->push_back(option);
			}
			return OK;
		} break;
		case COMPLETION_RENDER_MODE: {
			if (is_shader_inc) {
				for (int i = 0; i < RenderingServer::SHADER_MAX; i++) {
					const Vector<ModeInfo> modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(i));
					for (int j = 0; j < modes.size(); j++) {
						const ModeInfo &info = modes[j];
						if (!info.options.is_empty()) {
							bool found = false;
							for (int k = 0; k < info.options.size(); k++) {
								if (shader->render_modes.has(String(info.name) + "_" + String(info.options[k]))) {
									found = true;
								}
							}