### 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
}
			} else {
				cf->expressions.push_back(n);
				cf->blocks.push_back(do_block);
				p_block->statements.push_back(cf);
				tk = _get_token();
				if (tk.type != TK_SEMICOLON) {
					_set_expected_error(";");
					return ERR_PARSE_ERROR;
				}
			}
		} else if (tk.type == TK_CF_FOR) {
			
			tk = _get_token();
			if (tk.type != TK_PARENTHESIS_OPEN) {
				_set_expected_after_error("(", "for");
				return ERR_PARSE_ERROR;
			}
			ControlFlowNode *cf = alloc_node<ControlFlowNode>();
			cf->flow_op = FLOW_OP_FOR;
			BlockNode *init_block = alloc_node<BlockNode>();
			init_block->block_type = BlockNode::BLOCK_TYPE_FOR_INIT;
			init_block->parent_block = p_block;
			init_block->single_statement = true;
			cf->blocks.push_back(init_block);
#ifdef DEBUG_ENABLED
			keyword_completion_context = CF_DATATYPE;
#endif 
			Error err = _parse_block(init_block, p_function_info, true, false, false);
			if (err != OK) {