### 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
found = true;
						break;
					}
				}
				if (found) {
					continue;
				}
				ScriptLanguage::CodeCompletionOption option(E.key, ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
				r_options->push_back(option);
			}
			return OK;
		} break;
		case COMPLETION_IDENTIFIER:
		case COMPLETION_FUNCTION_CALL: {
			bool comp_ident = completion_type == COMPLETION_IDENTIFIER;
			HashMap<String, ScriptLanguage::CodeCompletionKind> matches;
			StringName skip_function;
			BlockNode *block = completion_block;
			if (completion_class == TAG_GLOBAL) {
				while (block) {
					if (comp_ident) {
						for (const KeyValue<StringName, BlockNode::Variable> &E : block->variables) {
							if (E.value.line < completion_line) {
								matches.insert(E.key, ScriptLanguage::CODE_COMPLETION_KIND_VARIABLE);
							}
						}
					}
					if (block->parent_function) {
						if (comp_ident) {
							for (int i = 0; i < block->parent_function->arguments.size(); i++) {