### 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
}
					if (carg >= 0) {
						completion_type = COMPLETION_CALL_ARGUMENTS;
						completion_line = tk_line;
						completion_block = p_block;
						completion_function = funcname->name;
						completion_argument = carg;
					}
					if (!ok) {
						return nullptr;
					}
					bool is_custom_func = false;
					if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name, &is_custom_func)) {
						_set_error(vformat(RTR("No matching function found for: '%s'."), String(funcname->name)));
						return nullptr;
					}
					completion_class = TAG_GLOBAL; 
					if (function_index >= 0) {
						
						
						FunctionNode *call_function = shader->functions[function_index].function;
						if (call_function) {
							func->return_cache = call_function->get_datatype();
							func->struct_name = call_function->get_datatype_name();
							func->return_array_size = call_function->get_array_size();
							
							FunctionNode *base_function = nullptr;
							{
								BlockNode *b = p_block;
								while (b) {