### 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
					if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_VARYING_FLAG)) {
						used_varyings.insert(name, Usage(tk_line));
					}
#endif 
				}
			} break;
			case TK_UNIFORM_GROUP: {
				tk = _get_token();
				if (tk.type == TK_IDENTIFIER) {
					current_uniform_group_name = tk.text;
					tk = _get_token();
					if (tk.type == TK_PERIOD) {
						tk = _get_token();
						if (tk.type == TK_IDENTIFIER) {
							current_uniform_subgroup_name = tk.text;
							tk = _get_token();
							if (tk.type != TK_SEMICOLON) {
								_set_expected_error(";");
								return ERR_PARSE_ERROR;
							}
						} else {
							_set_error(RTR("Expected an uniform subgroup identifier."));
							return ERR_PARSE_ERROR;
						}
					} else if (tk.type != TK_SEMICOLON) {
						_set_expected_error(";", ".");
						return ERR_PARSE_ERROR;
					}
				} else {