### 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
member_names.insert(member->name);
							tk = _get_token();
							if (tk.type == TK_BRACKET_OPEN) {
								Error error = _parse_array_size(nullptr, constants, true, nullptr, &member->array_size, nullptr);
								if (error != OK) {
									return error;
								}
								tk = _get_token();
							}
							if (!fixed_array_size) {
								array_size = 0;
							}
							if (tk.type != TK_SEMICOLON && tk.type != TK_COMMA) {
								_set_expected_error(",", ";");
								return ERR_PARSE_ERROR;
							}
							st_node->members.push_back(member);
							member_count++;
						} while (tk.type == TK_COMMA); 
					}
				}
				if (member_count == 0) {
					_set_error(RTR("Empty structs are not allowed."));
					return ERR_PARSE_ERROR;
				}
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNSPECIFIED;
#endif 
				tk = _get_token();
				if (tk.type != TK_SEMICOLON) {