### 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
continue;
							} else {
								return ERR_PARSE_ERROR;
							}
						} else {
							return ERR_PARSE_ERROR;
						}
					}
					break;
				}
			}
		} else if (tk.type == TK_CF_CASE) {
			
			if (p_block && p_block->block_type == BlockNode::BLOCK_TYPE_CASE) {
				_set_tkpos(pos);
				return OK;
			}
			if (!p_block || (p_block->block_type != BlockNode::BLOCK_TYPE_SWITCH)) {
				_set_error(vformat(RTR("'%s' must be placed within a '%s' block."), "case", "switch"));
				return ERR_PARSE_ERROR;
			}
			tk = _get_token();
			int sign = 1;
			if (tk.type == TK_OP_SUB) {
				sign = -1;
				tk = _get_token();
			}
			Node *n = nullptr;
			if (!tk.is_integer_constant()) {
				bool correct_constant_expression = false;