### 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
RBSet<char> position_symbols;
				RBSet<char> color_symbols;
				RBSet<char> texture_symbols;
				bool mix_error = false;
				switch (dt) {
					case TYPE_STRUCT: {
						ok = false;
						String member_name = String(ident.ptr());
						if (shader->structs.has(st)) {
							StructNode *n = shader->structs[st].shader_struct;
							for (const MemberNode *E : n->members) {
								if (String(E->name) == member_name) {
									member_type = E->datatype;
									array_size = E->array_size;
									if (member_type == TYPE_STRUCT) {
										member_struct_name = E->struct_name;
									}
									ok = true;
									break;
								}
							}
						}
					} break;
					case TYPE_BVEC2:
					case TYPE_IVEC2:
					case TYPE_UVEC2:
					case TYPE_VEC2: {
						int l = ident.length();
						if (l == 1) {
							member_type = DataType(dt - 1);