### 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
tk = _get_token();
		if (tk.type != TK_SHADER_TYPE) {
			_set_error(vformat(RTR("Expected '%s' at the beginning of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
#ifdef DEBUG_ENABLED
		keyword_completion_context = CF_UNSPECIFIED;
#endif 
		_get_completable_identifier(nullptr, COMPLETION_SHADER_TYPE, shader_type_identifier);
		if (shader_type_identifier == StringName()) {
			_set_error(vformat(RTR("Expected an identifier after '%s', indicating the type of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
		if (!p_shader_types.has(shader_type_identifier)) {
			_set_error(vformat(RTR("Invalid shader type. Valid types are: %s"), _get_shader_type_list(p_shader_types)));
			return ERR_PARSE_ERROR;
		}
		prev_pos = _get_tkpos();
		tk = _get_token();
		if (tk.type != TK_SEMICOLON) {
			_set_tkpos(prev_pos);
			_set_expected_after_error(";", "shader_type " + String(shader_type_identifier));
			return ERR_PARSE_ERROR;
		}
	}
#ifdef DEBUG_ENABLED
	keyword_completion_context = CF_GLOBAL_SPACE;
#endif 
	tk = _get_token();
	int texture_uniforms = 0;