### 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
}
if (!shader.is_null()) {
		List<PropertyInfo> list;
		shader->get_shader_uniform_list(&list, true);
		HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
		LocalVector<Pair<String, LocalVector<String>>> vgroups;
		{
			HashMap<String, List<PropertyInfo>> none_subgroup;
			none_subgroup.insert("<None>", List<PropertyInfo>());
			groups.insert("<None>", none_subgroup);
		}
		String last_group = "<None>";
		String last_subgroup = "<None>";
		bool is_none_group_undefined = true;
		bool is_none_group = true;
		for (List<PropertyInfo>::Element *E = list.front(); E; E = E->next()) {
			if (E->get().usage == PROPERTY_USAGE_GROUP) {
				if (!E->get().name.is_empty()) {
					Vector<String> vgroup = E->get().name.split("::");
					last_group = vgroup[0];
					if (vgroup.size() > 1) {
						last_subgroup = vgroup[1];
					} else {
						last_subgroup = "<None>";
					}
					is_none_group = false;
					if (!groups.has(last_group)) {
						PropertyInfo info;
						info.usage = PROPERTY_USAGE_GROUP;
						info.name = last_group.capitalize();
						info.hint_string = "shader_parameter/";