### 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
idx++;
		}
	}
	if (unsupported_builtin) {
		String arglist = "";
		for (int i = 0; i < argcount; i++) {
			if (i > 0) {
				arglist += ", ";
			}
			arglist += get_datatype_name(builtin_func_defs[builtin_idx].args[i]);
		}
		_set_error(vformat(RTR("Built-in function \"%s(%s)\" is only supported on high-end platforms."), String(name), arglist));
		return false;
	}
	if (failed_builtin) {
		String arg_list;
		for (int i = 0; i < argcount; i++) {
			if (i > 0) {
				arg_list += ",";
			}
			String arg_name;
			if (args[i] == TYPE_STRUCT) {
				arg_name = args2[i];
			} else {
				arg_name = get_datatype_name(args[i]);
			}
			if (args3[i] > 0) {
				arg_name += "[";
				arg_name += itos(args3[i]);
				arg_name += "]";