### 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 (precision2 != PRECISION_DEFAULT) {
												from += get_precision_name(precision2);
												from += " ";
											}
											from += get_datatype_name(type2);
										}
										from += "[";
										from += itos(array_size2);
										from += "]'";
										String to;
										if (type == TYPE_STRUCT) {
											to += struct_name;
										} else {
											if (precision != PRECISION_DEFAULT) {
												to += get_precision_name(precision);
												to += " ";
											}
											to += get_datatype_name(type);
										}
										to += "[";
										to += itos(constant.array_size);
										to += "]'";
										_set_error(vformat(RTR("Cannot convert from '%s' to '%s'."), from, to));
										return ERR_PARSE_ERROR;
									}
								}
								bool curly = tk.type == TK_CURLY_BRACKET_OPEN;
								if (unknown_size) {
									if (!curly) {
										_set_expected_error("{");