### 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 nullptr;
							}
							if (!_compare_datatypes_in_nodes(pstruct->members[i], nexpr)) {
								return nullptr;
							}
						}
						if (i + 1 < pstruct->members.size()) {
							tk = _get_token();
							if (tk.type != TK_COMMA) {
								_set_expected_error(",");
								return nullptr;
							}
						}
						func->arguments.push_back(nexpr);
					}
					tk = _get_token();
					if (tk.type != TK_PARENTHESIS_CLOSE) {
						_set_expected_error(")");
						return nullptr;
					}
					expr = func;
				} else { 
					if (p_block == nullptr) { 
						if (is_const_decl) {
							_set_error(RTR("Expected constant expression."));
						}
						return nullptr;
					}
					const StringName &name = identifier;
					OperatorNode *func = alloc_node<OperatorNode>();