### 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
DataType data_type;
				if (tk.type == TK_IDENTIFIER) {
					bool is_const;
					_find_identifier(p_block, false, p_function_info, tk.text, &data_type, nullptr, &is_const);
					if (is_const) {
						if (data_type == TYPE_INT) {
							correct_constant_expression = true;
						}
					}
				}
				if (!correct_constant_expression) {
					_set_error(RTR("Expected an integer constant."));
					return ERR_PARSE_ERROR;
				}
				VariableNode *vn = alloc_node<VariableNode>();
				vn->name = tk.text;
				n = vn;
			} else {
				ConstantNode::Value v;
				if (tk.type == TK_UINT_CONSTANT) {
					v.uint = (uint32_t)tk.constant;
				} else {
					v.sint = (int)tk.constant * sign;
				}
				ConstantNode *cn = alloc_node<ConstantNode>();
				cn->values.push_back(v);
				cn->datatype = (tk.type == TK_UINT_CONSTANT ? TYPE_UINT : TYPE_INT);
				n = cn;
			}
			tk = _get_token();