### 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
fixed_array_size = true;
						tk = _get_token();
					}
				}
				if (tk.type != TK_IDENTIFIER) {
					_set_error(RTR("Expected an identifier."));
					return ERR_PARSE_ERROR;
				}
				StringName name = tk.text;
				ShaderLanguage::IdentifierType itype;
				if (_find_identifier(p_block, true, p_function_info, name, (ShaderLanguage::DataType *)nullptr, &itype)) {
					if (itype != IDENTIFIER_FUNCTION) {
						_set_redefinition_error(String(name));
						return ERR_PARSE_ERROR;
					}
				}
				decl.name = name;
#ifdef DEBUG_ENABLED
				if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG) && p_block) {
					FunctionNode *parent_function = nullptr;
					{
						BlockNode *block = p_block;
						while (block && !block->parent_function) {
							block = block->parent_block;
						}
						parent_function = block->parent_function;
					}
					if (parent_function) {
						StringName func_name = parent_function->name;
						if (!used_local_vars.has(func_name)) {