### 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
} else if (curly && tk.type == TK_CURLY_BRACKET_CLOSE) {
											decl.initializer.push_back(n);
											break;
										} else {
											if (curly) {
												_set_expected_error("}", ",");
											} else {
												_set_expected_error(")", ",");
											}
											return ERR_PARSE_ERROR;
										}
									}
									if (unknown_size) {
										decl.size = decl.initializer.size();
										constant.array_size = decl.initializer.size();
									} else if (decl.initializer.size() != constant.array_size) {
										_set_error(RTR("Array size mismatch."));
										return ERR_PARSE_ERROR;
									}
								}
								array_size = constant.array_size;
								ConstantNode *expr = memnew(ConstantNode);
								expr->datatype = constant.type;
								expr->struct_name = constant.type_str;
								expr->array_size = constant.array_size;
								expr->array_declarations.push_back(decl);
								constant.initializer = static_cast<ConstantNode *>(expr);
							} else {
#ifdef DEBUG_ENABLED
								if (constant.type == DataType::TYPE_BOOL) {