### 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
}
shader_names->clearcoat_roughness = "clearcoat_roughness";
	shader_names->anisotropy = "anisotropy_ratio";
	shader_names->heightmap_scale = "heightmap_scale";
	shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
	shader_names->backlight = "backlight";
	shader_names->refraction = "refraction";
	shader_names->point_size = "point_size";
	shader_names->uv1_scale = "uv1_scale";
	shader_names->uv1_offset = "uv1_offset";
	shader_names->uv2_scale = "uv2_scale";
	shader_names->uv2_offset = "uv2_offset";
	shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
	shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
	shader_names->particles_anim_h_frames = "particles_anim_h_frames";
	shader_names->particles_anim_v_frames = "particles_anim_v_frames";
	shader_names->particles_anim_loop = "particles_anim_loop";
	shader_names->heightmap_min_layers = "heightmap_min_layers";
	shader_names->heightmap_max_layers = "heightmap_max_layers";
	shader_names->heightmap_flip = "heightmap_flip";
	shader_names->grow = "grow";
	shader_names->ao_light_affect = "ao_light_affect";
	shader_names->proximity_fade_distance = "proximity_fade_distance";
	shader_names->distance_fade_min = "distance_fade_min";
	shader_names->distance_fade_max = "distance_fade_max";
	shader_names->msdf_pixel_range = "msdf_pixel_range";
	shader_names->msdf_outline_size = "msdf_outline_size";
	shader_names->metallic_texture_channel = "metallic_texture_channel";
	shader_names->ao_texture_channel = "ao_texture_channel";
	shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
	shader_names->rim_texture_channel = "rim_texture_channel";