### 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 TK_OP_ASSIGN_SHIFT_RIGHT:
					o.op = OP_ASSIGN_SHIFT_RIGHT;
					break;
				case TK_OP_ASSIGN_BIT_AND:
					o.op = OP_ASSIGN_BIT_AND;
					break;
				case TK_OP_ASSIGN_BIT_OR:
					o.op = OP_ASSIGN_BIT_OR;
					break;
				case TK_OP_ASSIGN_BIT_XOR:
					o.op = OP_ASSIGN_BIT_XOR;
					break;
				case TK_OP_BIT_AND:
					o.op = OP_BIT_AND;
					break;
				case TK_OP_BIT_OR:
					o.op = OP_BIT_OR;
					break;
				case TK_OP_BIT_XOR:
					o.op = OP_BIT_XOR;
					break;
				case TK_QUESTION:
					o.op = OP_SELECT_IF;
					break;
				case TK_COLON:
					o.op = OP_SELECT_ELSE;
					break;
				default: {
					_set_error(vformat(RTR("Invalid token for the operator: '%s'."), get_token_text(tk)));