### 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
keyword_completion_context = CF_BLOCK;
#endif 
			err = _parse_block(block, p_function_info, true, true, true);
			if (err != OK) {
				return err;
			}
		} else if (tk.type == TK_CF_RETURN) {
			
			BlockNode *b = p_block;
			while (b && !b->parent_function) {
				b = b->parent_block;
			}
			if (!b) {
				_set_parsing_error();
				return ERR_BUG;
			}
			if (b->parent_function && p_function_info.main_function) {
				_set_error(vformat(RTR("Using '%s' in the '%s' processor function is incorrect."), "return", b->parent_function->name));
				return ERR_PARSE_ERROR;
			}
			String return_struct_name = String(b->parent_function->return_struct_name);
			String array_size_string;
			if (b->parent_function->return_array_size > 0) {
				array_size_string = "[" + itos(b->parent_function->return_array_size) + "]";
			}
			ControlFlowNode *flow = alloc_node<ControlFlowNode>();
			flow->flow_op = FLOW_OP_RETURN;
			pos = _get_tkpos();
			tk = _get_token();
			if (tk.type == TK_SEMICOLON) {