### 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
if (array_size > 0) {
					TkPos prev_pos = _get_tkpos();
					tk = _get_token();
					if (tk.type == TK_OP_ASSIGN) {
						if (last_type == IDENTIFIER_CONSTANT) {
							_set_error(RTR("Constants cannot be modified."));
							return nullptr;
						}
						Node *assign_expression = _parse_array_constructor(p_block, p_function_info, member_type, member_struct_name, array_size);
						if (!assign_expression) {
							return nullptr;
						}
						mn->assign_expression = assign_expression;
					} else if (tk.type == TK_PERIOD) {
						completion_class = TAG_ARRAY;
						if (p_block != nullptr) {
							p_block->block_tag = SubClassTag::TAG_ARRAY;
						}
						mn->call_expression = _parse_and_reduce_expression(p_block, p_function_info);
						if (p_block != nullptr) {
							p_block->block_tag = SubClassTag::TAG_GLOBAL;
						}
						if (!mn->call_expression) {
							return nullptr;
						}
					} else if (tk.type == TK_BRACKET_OPEN) {
						Node *index_expression = _parse_and_reduce_expression(p_block, p_function_info);
						if (!index_expression) {
							return nullptr;
						}