### 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
}
p_property.usage = PROPERTY_USAGE_NONE;
	}
	
	if (p_property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "blend_mode" && alpha_aa_enabled) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if ((p_property.name == "heightmap_min_layers" || p_property.name == "heightmap_max_layers") && !deep_parallax) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (p_property.name == "subsurf_scatter_transmittance_color" || p_property.name == "subsurf_scatter_transmittance_texture")) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (orm) {
		if (p_property.name == "shading_mode") {
			
			p_property.hint_string = "Unshaded,Per-Pixel";
		}
		if (p_property.name.begins_with("roughness") || p_property.name.begins_with("metallic") || p_property.name.begins_with("ao_texture")) {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
	} else {
		if (p_property.name == "orm_texture") {
			p_property.usage = PROPERTY_USAGE_NONE;
		}
	}
	if (shading_mode != SHADING_MODE_PER_PIXEL) {
		if (shading_mode != SHADING_MODE_PER_VERTEX) {