### 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
} break;
				case TYPE_BVEC3:
				case TYPE_IVEC3:
				case TYPE_UVEC3:
				case TYPE_VEC3: {
					limit = 3;
				} break;
				case TYPE_BVEC4:
				case TYPE_IVEC4:
				case TYPE_UVEC4:
				case TYPE_VEC4: {
					limit = 4;
				} break;
				default: {
				}
			}
			for (int i = 0; i < limit; i++) {
				r_options->push_back(ScriptLanguage::CodeCompletionOption(String::chr(colv[i]), ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT));
				r_options->push_back(ScriptLanguage::CodeCompletionOption(String::chr(coordv[i]), ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT));
				r_options->push_back(ScriptLanguage::CodeCompletionOption(String::chr(coordt[i]), ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT));
			}
		} break;
		case COMPLETION_HINT: {
			if (completion_base == DataType::TYPE_VEC3 || completion_base == DataType::TYPE_VEC4) {
				if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
					ScriptLanguage::CodeCompletionOption option("source_color", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
					r_options->push_back(option);
				}
			} else if ((completion_base == DataType::TYPE_INT || completion_base == DataType::TYPE_FLOAT) && !completion_base_array) {
				if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {