### 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
PropertyInfo pi;
	switch (p_uniform.type) {
		case ShaderLanguage::TYPE_VOID:
			pi.type = Variant::NIL;
			break;
		case ShaderLanguage::TYPE_BOOL:
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_INT32_ARRAY;
			} else {
				pi.type = Variant::BOOL;
			}
			break;
		case ShaderLanguage::TYPE_BVEC2:
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_INT32_ARRAY;
			} else {
				pi.type = Variant::INT;
				pi.hint = PROPERTY_HINT_FLAGS;
				pi.hint_string = "x,y";
			}
			break;
		case ShaderLanguage::TYPE_BVEC3:
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_INT32_ARRAY;
			} else {
				pi.type = Variant::INT;
				pi.hint = PROPERTY_HINT_FLAGS;
				pi.hint_string = "x,y,z";