### 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
}
				if (is_struct) {
					type = TYPE_STRUCT;
				} else {
					type = get_token_datatype(tk.type);
				}
				if (precision != PRECISION_DEFAULT && _validate_precision(type, precision) != OK) {
					return ERR_PARSE_ERROR;
				}
				prev_pos = _get_tkpos();
				tk = _get_token();
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNSPECIFIED;
#endif 
				bool unknown_size = false;
				bool fixed_array_size = false;
				if (tk.type == TK_BRACKET_OPEN) {
					Error error = _parse_array_size(nullptr, constants, !is_constant, nullptr, &array_size, &unknown_size);
					if (error != OK) {
						return error;
					}
					fixed_array_size = true;
					prev_pos = _get_tkpos();
				}
				_set_tkpos(prev_pos);
				_get_completable_identifier(nullptr, COMPLETION_MAIN_FUNCTION, name);
				if (name == StringName()) {
					if (is_constant) {
						_set_error(RTR("Expected an identifier or '[' after type."));
					} else {