### 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
return (
			p_type == TK_ARG_IN ||
			p_type == TK_ARG_OUT ||
			p_type == TK_ARG_INOUT);
}
ShaderLanguage::DataPrecision ShaderLanguage::get_token_precision(TokenType p_type) {
	if (p_type == TK_PRECISION_LOW) {
		return PRECISION_LOWP;
	} else if (p_type == TK_PRECISION_HIGH) {
		return PRECISION_HIGHP;
	} else {
		return PRECISION_MEDIUMP;
	}
}
String ShaderLanguage::get_precision_name(DataPrecision p_type) {
	switch (p_type) {
		case PRECISION_LOWP:
			return "lowp";
		case PRECISION_MEDIUMP:
			return "mediump";
		case PRECISION_HIGHP:
			return "highp";
		default:
			break;
	}
	return "";
}
String ShaderLanguage::get_interpolation_name(DataInterpolation p_interpolation) {