### Godot version

v4.0.beta13.official [caacade56]

### System information

Linux Ubuntu 20.04 with Unity desktop

### Issue description

When calling an undefined function in the shader editor with argument(s), such as `undefined_function(1)`, the error reads:

> Too many arguments for "undefined_function()" call. Expected at most 0 but received 1.

instead of the expected:

> No matching function found for: 'undefined_function'.

This is possibly a regression introduced in https://github.com/godotengine/godot/issues/18225, since the latter was focused on the arguments part.

To avoid such regression in the future, consider adding a unit test with this case (and, in fact, unit tests for the other signature errors too if there are not already).

### Steps to reproduce

1. Create a shader resource and open the shader editor
2. Enter `undefined_function(1);` in the fragment() definition

### Minimal reproduction project

N/A
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_BLOCK;
#endif 
				Error err = _parse_block(func_node->body, builtins);
				if (err) {
					return err;
				}
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_GLOBAL_SPACE;
#endif 
				if (func_node->return_type != DataType::TYPE_VOID) {
					BlockNode *block = func_node->body;
					if (_find_last_flow_op_in_block(block, FlowOperation::FLOW_OP_RETURN) != OK) {
						_set_error(vformat(RTR("Expected at least one '%s' statement in a non-void function."), "return"));
						return ERR_PARSE_ERROR;
					}
				}
				current_function = StringName();
			}
		}
		tk = _get_token();
	}
#ifdef DEBUG_ENABLED
	if (check_device_limit_warnings && uniform_buffer_exceeded_line != -1) {
		_add_warning(ShaderWarning::DEVICE_LIMIT_EXCEEDED, uniform_buffer_exceeded_line, RTR("uniform buffer"), { uniform_buffer_size, max_uniform_buffer_size });
	}
#endif 
	return OK;
}
bool ShaderLanguage::has_builtin(const HashMap<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name) {