### 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
switch (p_type) {
		case TYPE_FLOAT:
		case TYPE_VEC2:
		case TYPE_VEC3:
		case TYPE_VEC4:
		case TYPE_MAT2:
		case TYPE_MAT3:
		case TYPE_MAT4:
		case TYPE_SAMPLER2D:
		case TYPE_SAMPLER2DARRAY:
		case TYPE_SAMPLER3D:
		case TYPE_SAMPLERCUBE:
		case TYPE_SAMPLERCUBEARRAY: {
			return true;
		}
		default: {
			return false;
		}
	}
}
bool ShaderLanguage::is_sampler_type(DataType p_type) {
	return p_type > TYPE_MAT4 && p_type < TYPE_STRUCT;
}
Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
	int array_size = p_array_size;
	if (p_value.size() > 0) {
		Variant value;
		switch (p_type) {