### 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
}
BIND_ENUM_CONSTANT(TEXTURE_ORM);
	BIND_ENUM_CONSTANT(TEXTURE_MAX);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX);
	BIND_ENUM_CONSTANT(DETAIL_UV_1);
	BIND_ENUM_CONSTANT(DETAIL_UV_2);
	BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_HASH);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
	BIND_ENUM_CONSTANT(TRANSPARENCY_MAX);
	BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED);
	BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL);
	BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX);
	BIND_ENUM_CONSTANT(SHADING_MODE_MAX);
	BIND_ENUM_CONSTANT(FEATURE_EMISSION);
	BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
	BIND_ENUM_CONSTANT(FEATURE_RIM);
	BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
	BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
	BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
	BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
	BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING);
	BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE);