### 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
Vector<Expression> expression;
	
	while (true) {
		Node *expr = nullptr;
		TkPos prepos = _get_tkpos();
		Token tk = _get_token();
		TkPos pos = _get_tkpos();
		bool is_const = false;
		if (tk.type == TK_PARENTHESIS_OPEN) {
			
			expr = _parse_and_reduce_expression(p_block, p_function_info);
			if (!expr) {
				return nullptr;
			}
			tk = _get_token();
			if (tk.type != TK_PARENTHESIS_CLOSE) {
				_set_error(RTR("Expected ')' in expression."));
				return nullptr;
			}
		} else if (tk.type == TK_FLOAT_CONSTANT) {
			ConstantNode *constant = alloc_node<ConstantNode>();
			ConstantNode::Value v;
			v.real = tk.constant;
			constant->values.push_back(v);
			constant->datatype = TYPE_FLOAT;