### 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
return OK;
		} break;
		case COMPLETION_CALL_ARGUMENTS: {
			StringName block_function;
			BlockNode *block = completion_block;
			while (block) {
				if (block->parent_function) {
					block_function = block->parent_function->name;
				}
				block = block->parent_block;
			}
			for (int i = 0; i < shader->functions.size(); i++) {
				if (!shader->functions[i].callable) {
					continue;
				}
				if (shader->functions[i].name == completion_function) {
					String calltip;
					calltip += get_datatype_name(shader->functions[i].function->return_type);
					if (shader->functions[i].function->return_array_size > 0) {
						calltip += "[";
						calltip += itos(shader->functions[i].function->return_array_size);
						calltip += "]";
					}
					calltip += " ";
					calltip += shader->functions[i].name;
					calltip += "(";
					for (int j = 0; j < shader->functions[i].function->arguments.size(); j++) {
						if (j > 0) {
							calltip += ", ";
						} else {