### 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 {
				_set_tkpos(pos); 
			}
		} else if (tk.type == TK_CF_SWITCH) {
			
			tk = _get_token();
			if (tk.type != TK_PARENTHESIS_OPEN) {
				_set_expected_after_error("(", "switch");
				return ERR_PARSE_ERROR;
			}
			ControlFlowNode *cf = alloc_node<ControlFlowNode>();
			cf->flow_op = FLOW_OP_SWITCH;
			Node *n = _parse_and_reduce_expression(p_block, p_function_info);
			if (!n) {
				return ERR_PARSE_ERROR;
			}
			{
				const ShaderLanguage::DataType switch_type = n->get_datatype();
				if (switch_type != TYPE_INT && switch_type != TYPE_UINT) {
					_set_error(RTR("Expected an integer expression."));
					return ERR_PARSE_ERROR;
				}
			}
			tk = _get_token();
			if (tk.type != TK_PARENTHESIS_CLOSE) {
				_set_expected_error(")");
				return ERR_PARSE_ERROR;
			}
			tk = _get_token();