### 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
String result;
	switch (p_repeat) {
		case REPEAT_DISABLE: {
			result = "repeat_disable";
		} break;
		case REPEAT_ENABLE: {
			result = "repeat_enable";
		} break;
		default: {
		} break;
	}
	return result;
}
bool ShaderLanguage::is_token_nonvoid_datatype(TokenType p_type) {
	return is_token_datatype(p_type) && p_type != TK_TYPE_VOID;
}
void ShaderLanguage::clear() {
	current_function = StringName();
	last_name = StringName();
	last_type = IDENTIFIER_MAX;
	current_uniform_group_name = "";
	current_uniform_subgroup_name = "";
	current_uniform_hint = ShaderNode::Uniform::HINT_NONE;
	current_uniform_filter = FILTER_DEFAULT;
	current_uniform_repeat = REPEAT_DEFAULT;
	current_uniform_instance_index_defined = false;
	completion_type = COMPLETION_NONE;
	completion_block = nullptr;
	completion_function = StringName();