### 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
return error_str;
}
Vector<ShaderLanguage::FilePosition> ShaderLanguage::get_include_positions() {
	return include_positions;
}
int ShaderLanguage::get_error_line() {
	return error_line;
}
ShaderLanguage::ShaderNode *ShaderLanguage::get_shader() {
	return shader;
}
ShaderLanguage::ShaderLanguage() {
	nodes = nullptr;
	completion_class = TAG_GLOBAL;
#ifdef DEBUG_ENABLED
	warnings_check_map.insert(ShaderWarning::UNUSED_CONSTANT, &used_constants);
	warnings_check_map.insert(ShaderWarning::UNUSED_FUNCTION, &used_functions);
	warnings_check_map.insert(ShaderWarning::UNUSED_STRUCT, &used_structs);
	warnings_check_map.insert(ShaderWarning::UNUSED_UNIFORM, &used_uniforms);
	warnings_check_map.insert(ShaderWarning::UNUSED_VARYING, &used_varyings);
	warnings_check_map2.insert(ShaderWarning::UNUSED_LOCAL_VARIABLE, &used_local_vars);
#endif 
}
ShaderLanguage::~ShaderLanguage() {
	clear();
}