### 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
_set_expected_error(";");
					return ERR_PARSE_ERROR;
				}
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_GLOBAL_SPACE;
#endif 
				shader->structs[st.name] = st;
				shader->vstructs.push_back(st); 
#ifdef DEBUG_ENABLED
				if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG)) {
					used_structs.insert(st.name, Usage(tk_line));
				}
#endif 
			} break;
			case TK_GLOBAL: {
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNIFORM_KEYWORD;
				if (_lookup_next(next)) {
					if (next.type == TK_UNIFORM) {
						keyword_completion_context ^= CF_UNIFORM_KEYWORD;
					}
				}
#endif 
				tk = _get_token();
				if (tk.type != TK_UNIFORM) {
					_set_expected_after_error("uniform", "global");
					return ERR_PARSE_ERROR;
				}
				uniform_scope = ShaderNode::Uniform::SCOPE_GLOBAL;
			};