### 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 IdentifierType::IDENTIFIER_CONSTANT:
			if (HAS_WARNING(ShaderWarning::UNUSED_CONSTANT_FLAG) && used_constants.has(p_identifier)) {
				used_constants[p_identifier].used = true;
			}
			break;
		case IdentifierType::IDENTIFIER_VARYING:
			if (HAS_WARNING(ShaderWarning::UNUSED_VARYING_FLAG) && used_varyings.has(p_identifier)) {
				if (shader->varyings[p_identifier].stage != ShaderNode::Varying::STAGE_VERTEX && shader->varyings[p_identifier].stage != ShaderNode::Varying::STAGE_FRAGMENT) {
					used_varyings[p_identifier].used = true;
				}
			}
			break;
		case IdentifierType::IDENTIFIER_UNIFORM:
			if (HAS_WARNING(ShaderWarning::UNUSED_UNIFORM_FLAG) && used_uniforms.has(p_identifier)) {
				used_uniforms[p_identifier].used = true;
			}
			break;
		case IdentifierType::IDENTIFIER_FUNCTION:
			if (HAS_WARNING(ShaderWarning::UNUSED_FUNCTION_FLAG) && used_functions.has(p_identifier)) {