### 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
}
					}
					if (n->type == Node::NODE_TYPE_CONSTANT) {
						ConstantNode *const_node = static_cast<ConstantNode *>(n);
						if (const_node && const_node->values.size() == 1) {
							var.value = const_node->values[0];
						}
					}
					if (!_compare_datatypes(var.type, var.struct_name, var.array_size, n->get_datatype(), n->get_datatype_name(), n->get_array_size())) {
						return ERR_PARSE_ERROR;
					}
					decl.initializer.push_back(n);
					tk = _get_token();
				} else {
					if (is_const) {
						_set_error(RTR("Expected initialization of constant."));
						return ERR_PARSE_ERROR;
					}
				}
				vdnode->declarations.push_back(decl);
				p_block->variables[name] = var;
				is_const_decl = false;
				if (!fixed_array_size) {
					array_size = 0;
				}
				if (tk.type == TK_SEMICOLON) {
					break;
				} else if (tk.type != TK_COMMA) {
					_set_expected_error(",", ";");
					return ERR_PARSE_ERROR;