### 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
varname->is_local = is_local;
					expr = varname;
				}
#ifdef DEBUG_ENABLED
				if (check_warnings) {
					StringName func_name;
					BlockNode *b = p_block;
					while (b) {
						if (b->parent_function) {
							func_name = b->parent_function->name;
							break;
						} else {
							b = b->parent_block;
						}
					}
					_parse_used_identifier(identifier, ident_type, func_name);
				}
#endif 
			}
		} else if (tk.type == TK_OP_ADD) {
			continue; 
		} else if (tk.type == TK_OP_SUB || tk.type == TK_OP_NOT || tk.type == TK_OP_BIT_INVERT || tk.type == TK_OP_INCREMENT || tk.type == TK_OP_DECREMENT) {
			Expression e;
			e.is_op = true;
			switch (tk.type) {
				case TK_OP_SUB:
					e.op = OP_NEGATE;
					break;
				case TK_OP_NOT:
					e.op = OP_NOT;