### 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 (!arg_name.is_empty()) {
							calltip += " ";
							calltip += arg_name;
						}
						if (i == completion_argument) {
							calltip += char32_t(0xFFFF);
						}
						found_arg = true;
					}
					if (found_arg) {
						calltip += " ";
					}
					calltip += ")";
				}
				idx++;
			}
			r_call_hint = calltip;
			return OK;
		} break;
		case COMPLETION_INDEX: {
			const char colv[4] = { 'r', 'g', 'b', 'a' };
			const char coordv[4] = { 'x', 'y', 'z', 'w' };
			const char coordt[4] = { 's', 't', 'p', 'q' };
			int limit = 0;
			switch (completion_base) {
				case TYPE_BVEC2:
				case TYPE_IVEC2:
				case TYPE_UVEC2:
				case TYPE_VEC2: {
					limit = 2;