### 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
at += op->arguments[i]->get_datatype_name();
					} else {
						at += get_datatype_name(op->arguments[i]->get_datatype());
					}
					if (!op->arguments[i]->is_indexed() && op->arguments[i]->get_array_size() > 0) {
						at += "[";
						at += itos(op->arguments[i]->get_array_size());
						at += "]";
					}
				}
				_set_error(vformat(RTR("Invalid arguments to operator '%s': '%s'."), get_operator_text(op->op), at));
				return nullptr;
			}
			expression.remove_at(next_op);
			expression.remove_at(next_op);
		}
	}
	return expression[0].node;
}
ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node) {
	if (p_node->type != Node::NODE_TYPE_OPERATOR) {
		return p_node;
	}
	
	OperatorNode *op = static_cast<OperatorNode *>(p_node);
	if (op->op == OP_CONSTRUCT) {
		ERR_FAIL_COND_V(op->arguments[0]->type != Node::NODE_TYPE_VARIABLE, p_node);
		DataType type = op->get_datatype();
		DataType base = get_scalar_type(type);
		int cardinality = get_cardinality(type);