### 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
switch (p_type) {
		case TYPE_STRUCT: {
			_set_error(RTR("The precision modifier cannot be used on structs."));
			return FAILED;
		} break;
		case TYPE_BOOL:
		case TYPE_BVEC2:
		case TYPE_BVEC3:
		case TYPE_BVEC4: {
			_set_error(RTR("The precision modifier cannot be used on boolean types."));
			return FAILED;
		} break;
		default:
			break;
	}
	return OK;
}
Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const HashSet<String> &p_shader_types) {
	Token tk;
	TkPos prev_pos;
	Token next;
	if (!is_shader_inc) {
#ifdef DEBUG_ENABLED
		keyword_completion_context = CF_SHADER_TYPE;
#endif