### 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 (p_just_one) {
			break;
		}
	}
	return OK;
}
String ShaderLanguage::_get_shader_type_list(const HashSet<String> &p_shader_types) const {
	
	String valid_types;
	for (const String &E : p_shader_types) {
		if (!valid_types.is_empty()) {
			valid_types += ", ";
		}
		valid_types += "'" + E + "'";
	}
	return valid_types;
}
String ShaderLanguage::_get_qualifier_str(ArgumentQualifier p_qualifier) const {
	switch (p_qualifier) {
		case ArgumentQualifier::ARGUMENT_QUALIFIER_IN:
			return "in";
		case ArgumentQualifier::ARGUMENT_QUALIFIER_OUT:
			return "out";
		case ArgumentQualifier::ARGUMENT_QUALIFIER_INOUT:
			return "inout";
	}
	return "";
}
Error ShaderLanguage::_validate_precision(DataType p_type, DataPrecision p_precision) {