### 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 full_def = false;
					if (tk.type == TK_OP_ASSIGN) {
						TkPos prev_pos = _get_tkpos();
						tk = _get_token();
						if (tk.type == TK_IDENTIFIER) { 
							_set_tkpos(prev_pos);
							Node *n = _parse_and_reduce_expression(p_block, p_function_info);
							if (!n) {
								_set_error(RTR("Expected array initializer."));
								return ERR_PARSE_ERROR;
							} else {
								if (unknown_size) {
									decl.size = n->get_array_size();
									var.array_size = n->get_array_size();
								}
								if (!_compare_datatypes(var.type, var.struct_name, var.array_size, n->get_datatype(), n->get_datatype_name(), n->get_array_size())) {
									return ERR_PARSE_ERROR;
								}
								decl.single_expression = true;
								decl.initializer.push_back(n);
							}
							tk = _get_token();
						} else {
							if (tk.type != TK_CURLY_BRACKET_OPEN) {
								if (unknown_size) {
									_set_expected_error("{");
									return ERR_PARSE_ERROR;
								}
								full_def = true;
								DataPrecision precision2 = PRECISION_DEFAULT;