### 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
_set_redefinition_error(String(name));
						return ERR_PARSE_ERROR;
					}
				}
				ShaderNode::Function function;
				function.callable = !p_functions.has(name);
				function.name = name;
				FunctionNode *func_node = alloc_node<FunctionNode>();
				function.function = func_node;
				shader->functions.push_back(function);
				func_node->name = name;
				func_node->return_type = type;
				func_node->return_struct_name = struct_name;
				func_node->return_precision = precision;
				func_node->return_array_size = array_size;
				if (p_functions.has(name)) {
					func_node->can_discard = p_functions[name].can_discard;
				} else {
#ifdef DEBUG_ENABLED
					if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_FUNCTION_FLAG)) {
						used_functions.insert(name, Usage(tk_line));
					}
#endif 
				}
				func_node->body = alloc_node<BlockNode>();
				func_node->body->parent_function = func_node;
				tk = _get_token();
				while (true) {
					if (tk.type == TK_PARENTHESIS_CLOSE) {
						break;