### 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
op->arguments.push_back(expression[next_op - 1].node);
			op->arguments.push_back(expression[next_op + 1].node);
			op->arguments.push_back(expression[next_op + 3].node);
			expression.write[next_op - 1].is_op = false;
			expression.write[next_op - 1].node = op;
			if (!_validate_operator(op, &op->return_cache, &op->return_array_size)) {
				String at;
				for (int i = 0; i < op->arguments.size(); i++) {
					if (i > 0) {
						at += ", ";
					}
					at += get_datatype_name(op->arguments[i]->get_datatype());
					if (!op->arguments[i]->is_indexed() && op->arguments[i]->get_array_size() > 0) {
						at += "[";
						at += itos(op->arguments[i]->get_array_size());
						at += "]";
					}
				}
				_set_error(vformat(RTR("Invalid argument to ternary operator: '%s'."), at));
				return nullptr;
			}
			for (int i = 0; i < 4; i++) {
				expression.remove_at(next_op);
			}
		} else {
			if (next_op < 1 || next_op >= (expression.size() - 1)) {
				_set_parsing_error();
				ERR_FAIL_V(nullptr);
			}
			OperatorNode *op = alloc_node<OperatorNode>();