### 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
}
			break;
		case ShaderLanguage::TYPE_BVEC4:
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_INT32_ARRAY;
			} else {
				pi.type = Variant::INT;
				pi.hint = PROPERTY_HINT_FLAGS;
				pi.hint_string = "x,y,z,w";
			}
			break;
		case ShaderLanguage::TYPE_UINT:
		case ShaderLanguage::TYPE_INT: {
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_INT32_ARRAY;
			} else {
				pi.type = Variant::INT;
				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
					pi.hint = PROPERTY_HINT_RANGE;
					pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
				}
			}
		} break;
		case ShaderLanguage::TYPE_UVEC2:
		case ShaderLanguage::TYPE_IVEC2: {
			if (p_uniform.array_size > 0) {
				pi.type = Variant::PACKED_INT32_ARRAY;
			} else {
				pi.type = Variant::VECTOR2I;
			}