### 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
return ERR_PARSE_ERROR;
					}
				} else {
					_set_error(RTR("Expected a struct identifier."));
					return ERR_PARSE_ERROR;
				}
				StructNode *st_node = alloc_node<StructNode>();
				st.shader_struct = st_node;
				int member_count = 0;
				HashSet<String> member_names;
				while (true) { 
#ifdef DEBUG_ENABLED
					keyword_completion_context = CF_DATATYPE | CF_PRECISION_MODIFIER;
#endif 
					tk = _get_token();
					if (tk.type == TK_CURLY_BRACKET_CLOSE) {
						break;
					}
					StringName struct_name = "";
					bool struct_dt = false;
					DataPrecision precision = PRECISION_DEFAULT;
					if (tk.type == TK_STRUCT) {
						_set_error(RTR("Nested structs are not allowed."));
						return ERR_PARSE_ERROR;
					}
					if (is_token_precision(tk.type)) {
						precision = get_token_precision(tk.type);
						tk = _get_token();
#ifdef DEBUG_ENABLED
						keyword_completion_context ^= CF_PRECISION_MODIFIER;