### 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
#endif 
			}
#ifdef DEBUG_ENABLED
			uint32_t precision_flag = CF_PRECISION_MODIFIER;
			keyword_completion_context = CF_DATATYPE;
			if (!is_token_precision(tk.type)) {
				if (!is_struct) {
					keyword_completion_context |= precision_flag;
				}
			}
#endif 
			bool is_const = false;
			if (tk.type == TK_CONST) {
				is_const = true;
				tk = _get_token();
				if (!is_struct) {
					is_struct = shader->structs.has(tk.text); 
					struct_name = tk.text;
				}
			}
			DataPrecision precision = PRECISION_DEFAULT;
			if (is_token_precision(tk.type)) {
				precision = get_token_precision(tk.type);
				tk = _get_token();
				if (!is_struct) {
					is_struct = shader->structs.has(tk.text); 
				}
#ifdef DEBUG_ENABLED
				if (keyword_completion_context & precision_flag) {
					keyword_completion_context ^= precision_flag;