### 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 (is_token_precision(tk.type)) {
									precision2 = get_token_precision(tk.type);
									tk = _get_token();
									if (!is_token_nonvoid_datatype(tk.type)) {
										_set_error(RTR("Expected data type after precision modifier."));
										return ERR_PARSE_ERROR;
									}
								}
								DataType type2;
								StringName struct_name2 = "";
								if (shader->structs.has(tk.text)) {
									type2 = TYPE_STRUCT;
									struct_name2 = tk.text;
								} else {
									if (!is_token_variable_datatype(tk.type)) {
										_set_error(RTR("Invalid data type for the array."));
										return ERR_PARSE_ERROR;
									}
									type2 = get_token_datatype(tk.type);
								}
								if (precision2 != PRECISION_DEFAULT && _validate_precision(type2, precision2) != OK) {
									return ERR_PARSE_ERROR;
								}
								int array_size2 = 0;
								tk = _get_token();
								if (tk.type == TK_BRACKET_OPEN) {
									bool is_unknown_size = false;
									Error error = _parse_array_size(p_block, p_function_info, false, nullptr, &array_size2, &is_unknown_size);
									if (error != OK) {
										return error;