### 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
}
cf->flow_op = FLOW_OP_FOR;
			BlockNode *init_block = alloc_node<BlockNode>();
			init_block->block_type = BlockNode::BLOCK_TYPE_FOR_INIT;
			init_block->parent_block = p_block;
			init_block->single_statement = true;
			cf->blocks.push_back(init_block);
#ifdef DEBUG_ENABLED
			keyword_completion_context = CF_DATATYPE;
#endif 
			Error err = _parse_block(init_block, p_function_info, true, false, false);
			if (err != OK) {
				return err;
			}
#ifdef DEBUG_ENABLED
			keyword_completion_context = CF_UNSPECIFIED;
#endif 
			BlockNode *condition_block = alloc_node<BlockNode>();
			condition_block->block_type = BlockNode::BLOCK_TYPE_FOR_CONDITION;
			condition_block->parent_block = init_block;
			condition_block->single_statement = true;
			condition_block->use_comma_between_statements = true;
			cf->blocks.push_back(condition_block);
			err = _parse_block(condition_block, p_function_info, true, false, false);
			if (err != OK) {
				return err;
			}
			BlockNode *expression_block = alloc_node<BlockNode>();
			expression_block->block_type = BlockNode::BLOCK_TYPE_FOR_EXPRESSION;
			expression_block->parent_block = init_block;
			expression_block->single_statement = true;