### 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
op->arguments.push_back(expr);
				if (!_validate_operator(op, &op->return_cache, &op->return_array_size)) {
					_set_error(RTR("Invalid base type for increment/decrement operator."));
					return nullptr;
				}
				if (!_validate_assign(expr, p_function_info)) {
					_set_error(RTR("Invalid use of increment/decrement operator in a constant expression."));
					return nullptr;
				}
				expr = op;
			} else {
				_set_tkpos(pos2);
				break;
			}
		}
		Expression e;
		e.is_op = false;
		e.node = expr;
		expression.push_back(e);
		pos = _get_tkpos();
		tk = _get_token();
		if (is_token_operator(tk.type)) {
			Expression o;
			o.is_op = true;
			switch (tk.type) {
				case TK_OP_EQUAL:
					o.op = OP_EQUAL;
					break;
				case TK_OP_NOT_EQUAL:
					o.op = OP_NOT_EQUAL;