### 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
} else {
					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
						value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real));
					} else {
						value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
					}
				}
				break;
			case ShaderLanguage::TYPE_VEC4:
				if (array_size > 0) {
					array_size *= 4;
					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
						PackedColorArray array;
						for (int i = 0; i < array_size; i += 4) {
							array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
						}
						value = Variant(array);
					} else {
						PackedFloat32Array array;
						for (int i = 0; i < array_size; i += 4) {
							array.push_back(p_value[i].real);
							array.push_back(p_value[i + 1].real);
							array.push_back(p_value[i + 2].real);
							array.push_back(p_value[i + 3].real);
						}
						value = Variant(array);
					}
				} else {
					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
						value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));