### 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
}
			ControlFlowNode *cf = alloc_node<ControlFlowNode>();
			cf->flow_op = FLOW_OP_DEFAULT;
			BlockNode *default_block = alloc_node<BlockNode>();
			default_block->block_type = BlockNode::BLOCK_TYPE_DEFAULT;
			default_block->parent_block = p_block;
			cf->blocks.push_back(default_block);
			p_block->statements.push_back(cf);
			Error err = _parse_block(default_block, p_function_info, false, true, false);
			if (err) {
				return err;
			}
			return OK;
		} else if (tk.type == TK_CF_DO || tk.type == TK_CF_WHILE) {
			
			
			bool is_do = tk.type == TK_CF_DO;
			BlockNode *do_block = nullptr;
			if (is_do) {
				do_block = alloc_node<BlockNode>();
				do_block->parent_block = p_block;
				Error err = _parse_block(do_block, p_function_info, true, true, true);
				if (err) {
					return err;
				}
				tk = _get_token();
				if (tk.type != TK_CF_WHILE) {
					_set_expected_after_error("while", "do");
					return ERR_PARSE_ERROR;
				}