### 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 (current_function == varying_function_names.vertex) {
				if (p_varying.type < TYPE_INT) {
					*r_message = vformat(RTR("Varying with '%s' data type may only be assigned in the 'fragment' function."), get_datatype_name(p_varying.type));
					return false;
				}
				p_varying.stage = ShaderNode::Varying::STAGE_VERTEX;
			} else if (current_function == varying_function_names.fragment) {
				p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT;
			}
			break;
		case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT:
		case ShaderNode::Varying::STAGE_VERTEX:
			if (current_function == varying_function_names.fragment) {
				*r_message = RTR("Varyings which assigned in 'vertex' function may not be reassigned in 'fragment' or 'light'.");
				return false;
			}
			break;
		case ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT:
		case ShaderNode::Varying::STAGE_FRAGMENT:
			if (current_function == varying_function_names.vertex) {
				*r_message = RTR("Varyings which assigned in 'fragment' function may not be reassigned in 'vertex' or 'light'.");
				return false;
			}
			break;
		default:
			break;
	}
	return true;
}
bool ShaderLanguage::_check_node_constness(const Node *p_node) const {