### 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 (E.value.arguments.size()) {
							calltip += " ";
						}
						calltip += ")";
						r_call_hint = calltip;
						return OK;
					}
				}
			}
			while (builtin_func_defs[idx].name) {
				if (low_end && builtin_func_defs[idx].high_end) {
					idx++;
					continue;
				}
				int idx2 = 0;
				HashSet<int> out_args;
				while (builtin_func_out_args[idx2].name != nullptr) {
					if (builtin_func_out_args[idx2].name == builtin_func_defs[idx].name) {
						for (int i = 0; i < BuiltinFuncOutArgs::MAX_ARGS; i++) {
							int arg = builtin_func_out_args[idx2].arguments[i];
							if (arg == -1) {
								break;
							}
							out_args.insert(arg);
						}
						break;
					}
					idx2++;
				}