### 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 result = true;
	if (p_datatype_a == TYPE_STRUCT || p_datatype_b == TYPE_STRUCT) {
		if (p_datatype_name_a != p_datatype_name_b) {
			result = false;
		}
	} else {
		if (p_datatype_a != p_datatype_b) {
			result = false;
		}
	}
	if (p_array_size_a != p_array_size_b) {
		result = false;
	}
	if (!result) {
		String type_name = p_datatype_a == TYPE_STRUCT ? p_datatype_name_a : get_datatype_name(p_datatype_a);
		if (p_array_size_a > 0) {
			type_name += "[";
			type_name += itos(p_array_size_a);
			type_name += "]";
		}
		String type_name2 = p_datatype_b == TYPE_STRUCT ? p_datatype_name_b : get_datatype_name(p_datatype_b);