### 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
#endif 
					}
					if (shader->structs.has(tk.text)) {
						struct_name = tk.text;
#ifdef DEBUG_ENABLED
						if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG) && used_structs.has(struct_name)) {
							used_structs[struct_name].used = true;
						}
#endif 
						struct_dt = true;
					}
					if (!is_token_datatype(tk.type) && !struct_dt) {
						_set_error(RTR("Expected data type."));
						return ERR_PARSE_ERROR;
					} else {
						type = struct_dt ? TYPE_STRUCT : get_token_datatype(tk.type);
						if (precision != PRECISION_DEFAULT && _validate_precision(type, precision) != OK) {
							return ERR_PARSE_ERROR;
						}
						if (type == TYPE_VOID || is_sampler_type(type)) {
							_set_error(vformat(RTR("A '%s' data type is not allowed here."), get_datatype_name(type)));
							return ERR_PARSE_ERROR;
						}
#ifdef DEBUG_ENABLED
						keyword_completion_context = CF_UNSPECIFIED;
#endif 
						bool first = true;
						bool fixed_array_size = false;
						int array_size = 0;
						do {