### 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)

FunctionNode *parent_function = nullptr;
					{
						BlockNode *block = p_block;
						while (block && !block->parent_function) {
							block = block->parent_block;
						}
						parent_function = block->parent_function;
					}
					if (parent_function) {
						StringName func_name = parent_function->name;
						if (!used_local_vars.has(func_name)) {
							used_local_vars.insert(func_name, HashMap<StringName, Usage>());
						}
						used_local_vars[func_name].insert(name, Usage(tk_line));
					}
				}
#endif 
				is_const_decl = is_const;
				BlockNode::Variable var;
				var.type = type;
				var.precision = precision;
				var.line = tk_line;
				var.array_size = array_size;
				var.is_const = is_const;
				var.struct_name = struct_name;
				tk = _get_token();
				if (tk.type == TK_BRACKET_OPEN) {
					Error error = _parse_array_size(p_block, p_function_info, false, &decl.size_expression, &var.array_size, &unknown_size);
					if (error != OK) {
						return error;