### 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
}
--texture_binding;
									if (String(shader_type_identifier) != "spatial") {
										_set_error(vformat(RTR("'hint_depth_texture' is not supported in '%s' shaders."), shader_type_identifier));
										return ERR_PARSE_ERROR;
									}
								} break;
								case TK_FILTER_NEAREST: {
									new_filter = FILTER_NEAREST;
								} break;
								case TK_FILTER_LINEAR: {
									new_filter = FILTER_LINEAR;
								} break;
								case TK_FILTER_NEAREST_MIPMAP: {
									new_filter = FILTER_NEAREST_MIPMAP;
								} break;
								case TK_FILTER_LINEAR_MIPMAP: {
									new_filter = FILTER_LINEAR_MIPMAP;
								} break;
								case TK_FILTER_NEAREST_MIPMAP_ANISOTROPIC: {
									new_filter = FILTER_NEAREST_MIPMAP_ANISOTROPIC;
								} break;
								case TK_FILTER_LINEAR_MIPMAP_ANISOTROPIC: {
									new_filter = FILTER_LINEAR_MIPMAP_ANISOTROPIC;
								} break;
								case TK_REPEAT_DISABLE: {
									new_repeat = REPEAT_DISABLE;
								} break;
								case TK_REPEAT_ENABLE: {
									new_repeat = REPEAT_ENABLE;
								} break;