### 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 {
				from += get_datatype_name(type);
			}
			from += "[";
			from += itos(array_size);
			from += "]'";
			String to;
			if (type == TYPE_STRUCT) {
				to += p_struct_name;
			} else {
				to += get_datatype_name(p_type);
			}
			to += "[";
			to += itos(p_array_size);
			to += "]'";
			_set_error(vformat(RTR("Cannot convert from '%s' to '%s'."), from, to));
			return nullptr;
		}
	}
	ArrayConstructNode *an = alloc_node<ArrayConstructNode>();
	an->datatype = p_type;
	an->struct_name = p_struct_name;
	if (tk.type == TK_PARENTHESIS_OPEN || auto_size) { 
		while (true) {
			Node *n = _parse_and_reduce_expression(p_block, p_function_info);
			if (!n) {
				return nullptr;
			}
			if (!_compare_datatypes(p_type, p_struct_name, 0, n->get_datatype(), n->get_datatype_name(), n->get_array_size())) {
				return nullptr;