### 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->op = expression[next_op].op;
			if (expression[next_op - 1].is_op) {
				_set_parsing_error();
				ERR_FAIL_V(nullptr);
			}
			if (_is_operator_assign(op->op)) {
				String assign_message;
				if (!_validate_assign(expression[next_op - 1].node, p_function_info, &assign_message)) {
					_set_error(assign_message);
					return nullptr;
				}
			}
			if (expression[next_op + 1].is_op) {
				
				
				
				
				_set_parsing_error();
			}
			op->arguments.push_back(expression[next_op - 1].node); 
			op->arguments.push_back(expression[next_op + 1].node); 
			expression.write[next_op - 1].node = op;
			
			if (!_validate_operator(op, &op->return_cache, &op->return_array_size)) {
				String at;
				for (int i = 0; i < op->arguments.size(); i++) {
					if (i > 0) {
						at += ", ";
					}
					if (op->arguments[i]->get_datatype() == TYPE_STRUCT) {