### 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 _make_token(TK_SEMICOLON);
			case '?':
				return _make_token(TK_QUESTION);
			case ':':
				return _make_token(TK_COLON);
			case '^':
				if (GETCHAR(0) == '=') {
					char_idx++;
					return _make_token(TK_OP_ASSIGN_BIT_XOR);
				}
				return _make_token(TK_OP_BIT_XOR);
			case '~':
				return _make_token(TK_OP_BIT_INVERT);
			case '&': {
				if (GETCHAR(0) == '=') {
					char_idx++;
					return _make_token(TK_OP_ASSIGN_BIT_AND);
				} else if (GETCHAR(0) == '&') {
					char_idx++;
					return _make_token(TK_OP_AND);
				}
				return _make_token(TK_OP_BIT_AND);
			} break;
			case '|': {
				if (GETCHAR(0) == '=') {
					char_idx++;
					return _make_token(TK_OP_ASSIGN_BIT_OR);
				} else if (GETCHAR(0) == '|') {
					char_idx++;
					return _make_token(TK_OP_OR);