### 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
Vector<ConstantNode::Value> values;
		for (int i = 1; i < op->arguments.size(); i++) {
			op->arguments.write[i] = _reduce_expression(p_block, op->arguments[i]);
			if (op->arguments[i]->type == Node::NODE_TYPE_CONSTANT) {
				ConstantNode *cn = static_cast<ConstantNode *>(op->arguments[i]);
				if (get_scalar_type(cn->datatype) == base) {
					for (int j = 0; j < cn->values.size(); j++) {
						values.push_back(cn->values[j]);
					}
				} else if (get_scalar_type(cn->datatype) == cn->datatype) {
					ConstantNode::Value v;
					if (!convert_constant(cn, base, &v)) {
						return p_node;
					}
					values.push_back(v);
				} else {
					return p_node;
				}
			} else {
				return p_node;
			}
		}
		if (values.size() == 1) {
			if (type >= TYPE_MAT2 && type <= TYPE_MAT4) {
				ConstantNode::Value value = values[0];
				ConstantNode::Value zero;
				zero.real = 0.0f;
				int size = 2 + (type - TYPE_MAT2);
				values.clear();
				for (int i = 0; i < size; i++) {