### 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
ScriptLanguage::CodeCompletionOption option("hint_range", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
					if (completion_base == DataType::TYPE_INT) {
						option.insert_text = "hint_range(0, 100, 1)";
					} else {
						option.insert_text = "hint_range(0.0, 1.0, 0.1)";
					}
					r_options->push_back(option);
				}
			} else if ((int(completion_base) > int(TYPE_MAT4) && int(completion_base) < int(TYPE_STRUCT))) {
				Vector<String> options;
				if (current_uniform_filter == FILTER_DEFAULT) {
					options.push_back("filter_linear");
					options.push_back("filter_linear_mipmap");
					options.push_back("filter_linear_mipmap_anisotropic");
					options.push_back("filter_nearest");
					options.push_back("filter_nearest_mipmap");
					options.push_back("filter_nearest_mipmap_anisotropic");
				}
				if (current_uniform_repeat == REPEAT_DEFAULT) {
					options.push_back("repeat_enable");
					options.push_back("repeat_disable");
				}
				if (completion_base_array) {
					if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
						options.push_back("source_color");
					}
				} else {
					if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
						options.push_back("hint_anisotropy");
						options.push_back("hint_default_black");