### 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 (p_function_info.built_ins.has(varname)) {
											
											if (!_propagate_function_call_sampler_builtin_reference(name, i, varname)) {
												return nullptr;
											}
										} else {
											
											bool found = false;
											for (int j = 0; j < base_function->arguments.size(); j++) {
												if (base_function->arguments[j].name == varname) {
													if (!base_function->arguments[j].tex_argument_connect.has(call_function->name)) {
														base_function->arguments.write[j].tex_argument_connect[call_function->name] = HashSet<int>();
													}
													base_function->arguments.write[j].tex_argument_connect[call_function->name].insert(i);
													found = true;
													break;
												}
											}
											ERR_CONTINUE(!found);
										}
									}
								} else {
									break;
								}
							}
						}
					}
					expr = func;
#ifdef DEBUG_ENABLED
					if (check_warnings) {