### 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 (tk.type != TK_SEMICOLON) {
						if (current_uniform_group_name.is_empty()) {
							_set_error(RTR("Expected an uniform group identifier."));
						} else {
							_set_error(RTR("Expected an uniform group identifier or `;`."));
						}
						return ERR_PARSE_ERROR;
					} else if (current_uniform_group_name.is_empty()) {
						_set_error(RTR("Group needs to be opened before."));
						return ERR_PARSE_ERROR;
					} else {
						current_uniform_group_name = "";
						current_uniform_subgroup_name = "";
					}
				}
			} break;
			case TK_SHADER_TYPE: {
				_set_error(RTR("Shader type is already defined."));
				return ERR_PARSE_ERROR;
			} break;
			default: {
				
				bool is_constant = false;
				bool is_struct = false;
				StringName struct_name;
				DataPrecision precision = PRECISION_DEFAULT;
				DataType type;
				StringName name;
				int array_size = 0;
				if (tk.type == TK_CONST) {