### 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
break;
				case TK_OP_BIT_INVERT:
					e.op = OP_BIT_INVERT;
					break;
				case TK_OP_INCREMENT:
					e.op = OP_INCREMENT;
					break;
				case TK_OP_DECREMENT:
					e.op = OP_DECREMENT;
					break;
				default:
					ERR_FAIL_V(nullptr);
			}
			expression.push_back(e);
			continue;
		} else {
			bool valid = false;
			if (p_block && p_block->block_type == BlockNode::BLOCK_TYPE_FOR_EXPRESSION && tk.type == TK_PARENTHESIS_CLOSE) {
				valid = true;
				_set_tkpos(prepos);
				OperatorNode *func = alloc_node<OperatorNode>();
				func->op = OP_EMPTY;
				expr = func;
			}
			if (!valid) {
				if (tk.type != TK_SEMICOLON) {
					_set_error(vformat(RTR("Expected expression, found: '%s'."), get_token_text(tk)));
					return nullptr;
				} else {
#ifdef DEBUG_ENABLED