### 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 (!fixed_array_size) {
								array_size = 0;
							}
							unknown_size = false;
						} else if (tk.type == TK_SEMICOLON) {
							is_const_decl = false;
							break;
						} else {
							_set_expected_error(",", ";");
							return ERR_PARSE_ERROR;
						}
					}
					break;
				}
				FunctionInfo builtins;
				if (p_functions.has(name)) {
					builtins = p_functions[name];
				}
				if (p_functions.has("global")) { 
					for (const KeyValue<StringName, BuiltInInfo> &E : p_functions["global"].built_ins) {
						builtins.built_ins.insert(E.key, E.value);
					}
				}
				if (p_functions.has("constants")) { 
					for (const KeyValue<StringName, BuiltInInfo> &E : p_functions["constants"].built_ins) {
						builtins.built_ins.insert(E.key, E.value);
					}
				}
				for (int i = 0; i < shader->functions.size(); i++) {
					if (!shader->functions[i].callable && shader->functions[i].name == name) {