### 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
p_type == TK_TYPE_ISAMPLER2DARRAY ||
			p_type == TK_TYPE_USAMPLER2DARRAY ||
			p_type == TK_TYPE_SAMPLER3D ||
			p_type == TK_TYPE_ISAMPLER3D ||
			p_type == TK_TYPE_USAMPLER3D ||
			p_type == TK_TYPE_SAMPLERCUBE ||
			p_type == TK_TYPE_SAMPLERCUBEARRAY);
}
ShaderLanguage::DataType ShaderLanguage::get_token_datatype(TokenType p_type) {
	return DataType(p_type - TK_TYPE_VOID);
}
bool ShaderLanguage::is_token_interpolation(TokenType p_type) {
	return (
			p_type == TK_INTERPOLATION_FLAT ||
			p_type == TK_INTERPOLATION_SMOOTH);
}
ShaderLanguage::DataInterpolation ShaderLanguage::get_token_interpolation(TokenType p_type) {
	if (p_type == TK_INTERPOLATION_FLAT) {
		return INTERPOLATION_FLAT;
	} else {
		return INTERPOLATION_SMOOTH;
	}
}
bool ShaderLanguage::is_token_precision(TokenType p_type) {
	return (
			p_type == TK_PRECISION_LOW ||
			p_type == TK_PRECISION_MID ||
			p_type == TK_PRECISION_HIGH);
}
bool ShaderLanguage::is_token_arg_qual(TokenType p_type) {