### 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
if (p_node->type == Node::NODE_TYPE_OPERATOR) {
		OperatorNode *op = static_cast<OperatorNode *>(p_node);
		if (op->op == OP_INDEX) {
			return _validate_assign(op->arguments[0], p_function_info, r_message);
		} else if (_is_operator_assign(op->op)) {
			
			return _validate_assign(op->arguments[1], p_function_info, r_message);
		} else if (op->op == OP_CALL) {
			if (r_message) {
				*r_message = RTR("Assignment to function.");
			}
			return false;
		}
	} else if (p_node->type == Node::NODE_TYPE_MEMBER) {
		MemberNode *member = static_cast<MemberNode *>(p_node);
		if (member->has_swizzling_duplicates) {
			if (r_message) {
				*r_message = RTR("Swizzling assignment contains duplicates.");
			}
			return false;
		}
		return _validate_assign(member->owner, p_function_info, r_message);
	} else if (p_node->type == Node::NODE_TYPE_VARIABLE) {
		VariableNode *var = static_cast<VariableNode *>(p_node);
		if (shader->uniforms.has(var->name)) {