### 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 {
						const String name = String(info.name);
						if (!shader->render_modes.has(name)) {
							ScriptLanguage::CodeCompletionOption option(name, ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
							r_options->push_back(option);
						}
					}
				}
			}
			return OK;
		} break;
		case COMPLETION_STRUCT: {
			if (shader->structs.has(completion_struct)) {
				StructNode *node = shader->structs[completion_struct].shader_struct;
				for (int i = 0; i < node->members.size(); i++) {
					ScriptLanguage::CodeCompletionOption option(node->members[i]->name, ScriptLanguage::CODE_COMPLETION_KIND_MEMBER);
					r_options->push_back(option);
				}
			}
			return OK;
		} break;
		case COMPLETION_MAIN_FUNCTION: {
			for (const KeyValue<StringName, FunctionInfo> &E : p_info.functions) {
				if (!E.value.main_function) {
					continue;
				}
				bool found = false;
				for (int i = 0; i < shader->functions.size(); i++) {
					if (shader->functions[i].name == E.key) {