### 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
return ERR_PARSE_ERROR;
									}
								} else {
									if (full_def) {
										if (curly) {
											_set_expected_error("(");
											return ERR_PARSE_ERROR;
										}
									}
								}
								if (tk.type == TK_PARENTHESIS_OPEN || curly) { 
									while (true) {
										Node *n = _parse_and_reduce_expression(nullptr, constants);
										if (!n) {
											return ERR_PARSE_ERROR;
										}
										if (n->type == Node::NODE_TYPE_OPERATOR && static_cast<OperatorNode *>(n)->op == OP_CALL) {
											_set_error(RTR("Expected constant expression."));
											return ERR_PARSE_ERROR;
										}
										if (!_compare_datatypes(constant.type, struct_name, 0, n->get_datatype(), n->get_datatype_name(), 0)) {
											return ERR_PARSE_ERROR;
										}
										tk = _get_token();
										if (tk.type == TK_COMMA) {
											decl.initializer.push_back(n);
											continue;
										} else if (!curly && tk.type == TK_PARENTHESIS_CLOSE) {
											decl.initializer.push_back(n);
											break;