### 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
}
bv[1].z = v.basis.rows[2][1];
			bv[1].w = 0;
			bv[2].x = v.basis.rows[0][2];
			bv[2].y = v.basis.rows[1][2];
			bv[2].z = v.basis.rows[2][2];
			bv[2].w = 0;
			bv[3].x = v.origin.x;
			bv[3].y = v.origin.y;
			bv[3].z = v.origin.z;
			bv[3].w = 1;
		} break;
		default: {
			ERR_FAIL();
		}
	}
}
void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
	int32_t prev_chunk = -1;
	for (int32_t i = 0; i < p_elements; i++) {
		int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
		if (chunk != prev_chunk) {
			if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {
				global_shader_uniforms.buffer_dirty_regions[chunk] = true;
				global_shader_uniforms.buffer_dirty_region_count++;
			}
		}
		prev_chunk = chunk;
	}
}
void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) {