### 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
}
						}
					}
				} else if (n->type == Node::NODE_TYPE_OPERATOR) {
					_set_error(vformat(RTR("Array size expressions are not supported.")));
					return ERR_PARSE_ERROR;
				}
				if (r_size_expression != nullptr) {
					*r_size_expression = n;
				}
			}
		} else if (((int)tk.constant) > 0) {
			array_size = (uint32_t)tk.constant;
		}
		if (array_size <= 0) {
			_set_error(RTR("Expected a positive integer constant."));
			return ERR_PARSE_ERROR;
		}
		tk = _get_token();
		if (tk.type != TK_BRACKET_CLOSE) {
			_set_expected_error("]");
			return ERR_PARSE_ERROR;
		}
		if (r_array_size != nullptr) {
			*r_array_size = array_size;
		}
	}
	return OK;
}
ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info) {