### 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
_set_error(RTR("Expected array initialization."));
								return ERR_PARSE_ERROR;
							} else {
								_set_error(RTR("Expected initialization of constant."));
								return ERR_PARSE_ERROR;
							}
						}
						shader->constants[name] = constant;
						shader->vconstants.push_back(constant);
#ifdef DEBUG_ENABLED
						if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_CONSTANT_FLAG)) {
							used_constants.insert(name, Usage(tk_line));
						}
#endif 
						if (tk.type == TK_COMMA) {
							tk = _get_token();
							if (tk.type != TK_IDENTIFIER) {
								_set_error(RTR("Expected an identifier after type."));
								return ERR_PARSE_ERROR;
							}
							name = tk.text;
							if (_find_identifier(nullptr, false, constants, name)) {
								_set_redefinition_error(String(name));
								return ERR_PARSE_ERROR;
							}
							if (has_builtin(p_functions, name)) {
								_set_redefinition_error(String(name));
								return ERR_PARSE_ERROR;
							}
							tk = _get_token();