### 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
TkPos pre_pos = _get_tkpos();
	int line = pre_pos.tk_line;
	_get_token();
	Token tk = _get_token();
	_set_tkpos(pre_pos);
	if (tk.line == line) {
		r_tk = tk;
		return true;
	}
	return false;
}
String ShaderLanguage::token_debug(const String &p_code) {
	clear();
	code = p_code;
	String output;
	Token tk = _get_token();
	while (tk.type != TK_EOF && tk.type != TK_ERROR) {
		output += itos(tk_line) + ": " + get_token_text(tk) + "\n";
		tk = _get_token();
	}
	return output;
}
bool ShaderLanguage::is_token_variable_datatype(TokenType p_type) {