### 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 (r_ret_type) {
			*r_ret_type = sf.return_type;
		}
		if (r_ret_type_str) {
			*r_ret_type_str = "";
		}
		return true;
	}
	bool failed_builtin = false;
	bool unsupported_builtin = false;
	int builtin_idx = 0;
	if (argcount <= 4) {
		
		int idx = 0;
		while (builtin_func_defs[idx].name) {
			if (completion_class != builtin_func_defs[idx].tag) {
				idx++;
				continue;
			}
			if (name == builtin_func_defs[idx].name) {
				failed_builtin = true;
				bool fail = false;
				for (int i = 0; i < argcount; i++) {
					if (p_func->arguments[i + 1]->type == Node::NODE_TYPE_ARRAY) {
						const ArrayNode *anode = static_cast<const ArrayNode *>(p_func->arguments[i + 1]);
						if (anode->call_expression == nullptr && !anode->is_indexed()) {
							fail = true;
							break;
						}