### 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
keyword_completion_context = CF_UNSPECIFIED;
#endif 
			int array_size = 0;
			bool fixed_array_size = false;
			bool first = true;
			VariableDeclarationNode *vdnode = alloc_node<VariableDeclarationNode>();
			vdnode->precision = precision;
			if (is_struct) {
				vdnode->struct_name = struct_name;
				vdnode->datatype = TYPE_STRUCT;
			} else {
				vdnode->datatype = type;
			};
			vdnode->is_const = is_const;
			do {
				bool unknown_size = false;
				VariableDeclarationNode::Declaration decl;
				tk = _get_token();
				if (first) {
					first = false;
					if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) {
						_set_error(RTR("Expected an identifier or '[' after type."));
						return ERR_PARSE_ERROR;
					}
					if (tk.type == TK_BRACKET_OPEN) {
						Error error = _parse_array_size(p_block, p_function_info, false, &decl.size_expression, &array_size, &unknown_size);
						if (error != OK) {
							return error;
						}
						decl.size = array_size;