### 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
HashSet<String> kws;
	int idx = 0;
	while (keyword_list[idx].text) {
		kws.insert(keyword_list[idx].text);
		idx++;
	}
	idx = 0;
	while (builtin_func_defs[idx].name) {
		kws.insert(builtin_func_defs[idx].name);
		idx++;
	}
	for (const String &E : kws) {
		r_keywords->push_back(E);
	}
}
bool ShaderLanguage::is_control_flow_keyword(String p_keyword) {
	return p_keyword == "break" ||
			p_keyword == "case" ||
			p_keyword == "continue" ||
			p_keyword == "default" ||
			p_keyword == "do" ||
			p_keyword == "else" ||
			p_keyword == "for" ||
			p_keyword == "if" ||
			p_keyword == "return" ||
			p_keyword == "switch" ||
			p_keyword == "while";
}
void ShaderLanguage::get_builtin_funcs(List<String> *r_keywords) {