### 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
#ifdef DEBUG_ENABLED
			keyword_completion_context = CF_BLOCK;
#endif 
			if (n->get_datatype() != TYPE_BOOL) {
				_set_error(RTR("Expected a boolean expression."));
				return ERR_PARSE_ERROR;
			}
			tk = _get_token();
			if (tk.type != TK_PARENTHESIS_CLOSE) {
				_set_expected_error(")");
				return ERR_PARSE_ERROR;
			}
			BlockNode *block = alloc_node<BlockNode>();
			block->parent_block = p_block;
			cf->expressions.push_back(n);
			cf->blocks.push_back(block);
			p_block->statements.push_back(cf);
			Error err = _parse_block(block, p_function_info, true, p_can_break, p_can_continue);
			if (err) {
				return err;
			}
			pos = _get_tkpos();
			tk = _get_token();
			if (tk.type == TK_CF_ELSE) {
				block = alloc_node<BlockNode>();
				block->parent_block = p_block;
				cf->blocks.push_back(block);
				err = _parse_block(block, p_function_info, true, p_can_break, p_can_continue);
				if (err) {
					return err;