### 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
}
			DataType na = p_op->arguments[0]->get_datatype();
			DataType nb = p_op->arguments[1]->get_datatype();
			if (na == nb) {
				valid = (na > TYPE_BOOL && na <= TYPE_MAT4);
				ret_type = na;
			} else if (na == TYPE_IVEC2 && nb == TYPE_INT) {
				valid = true;
				ret_type = TYPE_IVEC2;
			} else if (na == TYPE_IVEC3 && nb == TYPE_INT) {
				valid = true;
				ret_type = TYPE_IVEC3;
			} else if (na == TYPE_IVEC4 && nb == TYPE_INT) {
				valid = true;
				ret_type = TYPE_IVEC4;
			} else if (na == TYPE_UVEC2 && nb == TYPE_UINT) {
				valid = true;
				ret_type = TYPE_UVEC2;
			} else if (na == TYPE_UVEC3 && nb == TYPE_UINT) {
				valid = true;
				ret_type = TYPE_UVEC3;
			} else if (na == TYPE_UVEC4 && nb == TYPE_UINT) {
				valid = true;
				ret_type = TYPE_UVEC4;
			} else if (na == TYPE_VEC2 && nb == TYPE_FLOAT) {
				valid = true;
				ret_type = TYPE_VEC2;
			} else if (na == TYPE_VEC3 && nb == TYPE_FLOAT) {
				valid = true;
				ret_type = TYPE_VEC3;