### 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
bool reading_type = false;
	String cur_identifier;
	for (int i = _get_first_ident_pos(p_code); i < p_code.length(); i++) {
		if (p_code[i] == ';') {
			break;
		} else if (p_code[i] <= 32) {
			if (!cur_identifier.is_empty()) {
				if (!reading_type) {
					if (cur_identifier != "shader_type") {
						return String();
					}
					reading_type = true;
					cur_identifier = String();
				} else {
					return cur_identifier;
				}
			}
		} else {
			cur_identifier += String::chr(p_code[i]);
		}
	}
	if (reading_type) {
		return cur_identifier;
	}
	return String();
}
bool ShaderLanguage::is_builtin_func_out_parameter(const String &p_name, int p_param) {