### 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
}
				} else {
					switch (expr->get_datatype()) {
						case TYPE_BVEC2:
						case TYPE_VEC2:
						case TYPE_IVEC2:
						case TYPE_UVEC2:
						case TYPE_MAT2:
							if (index->type == Node::NODE_TYPE_CONSTANT) {
								uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
								if (index_constant >= 2) {
									_set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, 1));
									return nullptr;
								}
							}
							switch (expr->get_datatype()) {
								case TYPE_BVEC2:
									member_type = TYPE_BOOL;
									break;
								case TYPE_VEC2:
									member_type = TYPE_FLOAT;
									break;
								case TYPE_IVEC2:
									member_type = TYPE_INT;
									break;
								case TYPE_UVEC2:
									member_type = TYPE_UINT;
									break;
								case TYPE_MAT2:
									member_type = TYPE_VEC2;