### 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
tk = _get_token();
					}
					arg.array_size = arg_array_size;
					func_node->arguments.push_back(arg);
					if (tk.type == TK_COMMA) {
						tk = _get_token();
						
					} else if (tk.type != TK_PARENTHESIS_CLOSE) {
						_set_expected_error(",", ")");
						return ERR_PARSE_ERROR;
					}
				}
				if (p_functions.has(name)) {
					
					if (func_node->arguments.size() > 0) {
						_set_error(vformat(RTR("Function '%s' expects no arguments."), String(name)));
						return ERR_PARSE_ERROR;
					}
					if (func_node->return_type != TYPE_VOID) {
						_set_error(vformat(RTR("Function '%s' must be of '%s' return type."), String(name), "void"));
						return ERR_PARSE_ERROR;
					}
				}
				
				tk = _get_token();
				if (tk.type != TK_CURLY_BRACKET_OPEN) {
					_set_error(RTR("Expected a '{' to begin function."));
					return ERR_PARSE_ERROR;
				}
				current_function = name;