### 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
_set_error(RTR("Opaque types cannot be output parameters."));
							return ERR_PARSE_ERROR;
						}
					}
					if (is_struct) {
						param_type = TYPE_STRUCT;
					} else {
						param_type = get_token_datatype(tk.type);
						if (param_type == TYPE_VOID) {
							_set_error(RTR("Void type not allowed as argument."));
							return ERR_PARSE_ERROR;
						}
					}
					if (param_precision != PRECISION_DEFAULT && _validate_precision(param_type, param_precision) != OK) {
						return ERR_PARSE_ERROR;
					}
#ifdef DEBUG_ENABLED
					keyword_completion_context = CF_UNSPECIFIED;
#endif 
					tk = _get_token();
					if (tk.type == TK_BRACKET_OPEN) {
						Error error = _parse_array_size(nullptr, constants, true, nullptr, &arg_array_size, nullptr);
						if (error != OK) {
							return error;
						}
						tk = _get_token();
					}
					if (tk.type != TK_IDENTIFIER) {
						_set_error(RTR("Expected an identifier for argument name."));
						return ERR_PARSE_ERROR;