### 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
options.push_back("hint_default_white");
						options.push_back("hint_default_transparent");
						options.push_back("hint_normal");
						options.push_back("hint_roughness_a");
						options.push_back("hint_roughness_b");
						options.push_back("hint_roughness_g");
						options.push_back("hint_roughness_gray");
						options.push_back("hint_roughness_normal");
						options.push_back("hint_roughness_r");
						options.push_back("hint_screen_texture");
						options.push_back("hint_normal_roughness_texture");
						options.push_back("hint_depth_texture");
						options.push_back("source_color");
					}
				}
				for (int i = 0; i < options.size(); i++) {
					ScriptLanguage::CodeCompletionOption option(options[i], ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
					r_options->push_back(option);
				}
			}
			if (!completion_base_array && !current_uniform_instance_index_defined) {
				ScriptLanguage::CodeCompletionOption option("instance_index", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
				option.insert_text = "instance_index(0)";
				r_options->push_back(option);
			}
		} break;
	}
	return ERR_PARSE_ERROR;
}
String ShaderLanguage::get_error_text() {