### 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
clear();
	is_shader_inc = p_info.is_include;
	code = p_code;
	varying_function_names = p_info.varying_function_names;
	nodes = nullptr;
	global_shader_uniform_get_type_func = p_info.global_shader_uniform_type_func;
	shader = alloc_node<ShaderNode>();
	_parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types);
#ifdef DEBUG_ENABLED
	
	if (keyword_completion_context != CF_UNSPECIFIED) {
		int sz = sizeof(keyword_list) / sizeof(KeyWord);
		for (int i = 0; i < sz; i++) {
			if (keyword_list[i].flags == CF_UNSPECIFIED) {
				break; 
			}
			if (keyword_list[i].flags & keyword_completion_context) {
				if (keyword_list[i].excluded_shader_types.has(shader_type_identifier)) {
					continue;
				}
				if (!keyword_list[i].functions.is_empty() && !keyword_list[i].functions.has(current_function)) {
					continue;
				}
				ScriptLanguage::CodeCompletionOption option(keyword_list[i].text, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);