### 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
}
	if (function) {
		for (int i = 0; i < function->arguments.size(); i++) {
			if (function->arguments[i].name == p_identifier) {
				if (r_data_type) {
					*r_data_type = function->arguments[i].type;
				}
				if (r_struct_name) {
					*r_struct_name = function->arguments[i].type_str;
				}
				if (r_array_size) {
					*r_array_size = function->arguments[i].array_size;
				}
				if (r_is_const) {
					*r_is_const = function->arguments[i].is_const;
				}
				if (r_type) {
					*r_type = IDENTIFIER_FUNCTION_ARGUMENT;
				}
				return true;
			}
		}
	}
	if (shader->varyings.has(p_identifier)) {
		if (r_data_type) {
			*r_data_type = shader->varyings[p_identifier].type;
		}
		if (r_array_size) {
			*r_array_size = shader->varyings[p_identifier].array_size;
		}