### 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
case ShaderLanguage::TYPE_BOOL:
				if (array_size > 0) {
					PackedInt32Array array;
					for (int i = 0; i < array_size; i++) {
						array.push_back(p_value[i].boolean);
					}
					value = Variant(array);
				} else {
					value = Variant(p_value[0].boolean);
				}
				break;
			case ShaderLanguage::TYPE_BVEC2:
				array_size *= 2;
				if (array_size > 0) {
					PackedInt32Array array;
					for (int i = 0; i < array_size; i++) {
						array.push_back(p_value[i].boolean);
					}
					value = Variant(array);
				} else {
					value = Variant(p_value[0].boolean);
				}
				break;
			case ShaderLanguage::TYPE_BVEC3:
				array_size *= 3;
				if (array_size > 0) {
					PackedInt32Array array;
					for (int i = 0; i < array_size; i++) {
						array.push_back(p_value[i].boolean);
					}