### 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
for (int j = 0; j < size; j++) {
						values.push_back(i == j ? value : zero);
					}
				}
			} else {
				ConstantNode::Value value = values[0];
				for (int i = 1; i < cardinality; i++) {
					values.push_back(value);
				}
			}
		} else if (values.size() != cardinality) {
			ERR_PRINT("Failed to reduce expression, values and cardinality mismatch.");
			return p_node;
		}
		ConstantNode *cn = alloc_node<ConstantNode>();
		cn->datatype = op->get_datatype();
		cn->values = values;
		return cn;
	} else if (op->op == OP_NEGATE) {
		op->arguments.write[0] = _reduce_expression(p_block, op->arguments[0]);
		if (op->arguments[0]->type == Node::NODE_TYPE_CONSTANT) {
			ConstantNode *cn = static_cast<ConstantNode *>(op->arguments[0]);
			DataType base = get_scalar_type(cn->datatype);
			Vector<ConstantNode::Value> values;
			for (int i = 0; i < cn->values.size(); i++) {
				ConstantNode::Value nv;
				switch (base) {
					case TYPE_BOOL: {
						nv.boolean = !cn->values[i].boolean;
					} break;