### 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
used_local_vars.insert(func_name, HashMap<StringName, Usage>());
						}
						used_local_vars[func_name].insert(name, Usage(tk_line));
					}
				}
#endif 
				is_const_decl = is_const;
				BlockNode::Variable var;
				var.type = type;
				var.precision = precision;
				var.line = tk_line;
				var.array_size = array_size;
				var.is_const = is_const;
				var.struct_name = struct_name;
				tk = _get_token();
				if (tk.type == TK_BRACKET_OPEN) {
					Error error = _parse_array_size(p_block, p_function_info, false, &decl.size_expression, &var.array_size, &unknown_size);
					if (error != OK) {
						return error;
					}
					decl.size = var.array_size;
					array_size = var.array_size;
					tk = _get_token();
				}
#ifdef DEBUG_ENABLED
				if (var.type == DataType::TYPE_BOOL) {
					keyword_completion_context = CF_BOOLEAN;
				}
#endif 
				if (var.array_size > 0 || unknown_size) {