### 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
}
			arg_list += arg_name;
		}
		_set_error(vformat(RTR("Invalid arguments for the built-in function: \"%s(%s)\"."), String(name), arg_list));
		return false;
	}
	
	StringName exclude_function;
	BlockNode *block = p_block;
	while (block) {
		if (block->parent_function) {
			exclude_function = block->parent_function->name;
		}
		block = block->parent_block;
	}
	if (name == exclude_function) {
		_set_error(RTR("Recursion is not allowed."));
		return false;
	}
	int last_arg_count = 0;
	String arg_list = "";
	for (int i = 0; i < shader->functions.size(); i++) {
		if (name != shader->functions[i].name) {
			continue;
		}
		if (!shader->functions[i].callable) {
			_set_error(vformat(RTR("Function '%s' can't be called from source code."), String(name)));
			return false;
		}
		FunctionNode *pfunc = shader->functions[i].function;