### 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 (completion_function == builtin_func_defs[idx].name) {
					if (builtin_func_defs[idx].tag != completion_class) {
						idx++;
						continue;
					}
					if (calltip.length()) {
						calltip += "\n";
					}
					calltip += get_datatype_name(builtin_func_defs[idx].rettype);
					calltip += " ";
					calltip += builtin_func_defs[idx].name;
					calltip += "(";
					bool found_arg = false;
					for (int i = 0; i < BuiltinFuncDef::MAX_ARGS - 1; i++) {
						if (builtin_func_defs[idx].args[i] == TYPE_VOID) {
							break;
						}
						if (i > 0) {
							calltip += ", ";
						} else {
							calltip += " ";
						}
						if (i == completion_argument) {
							calltip += char32_t(0xFFFF);
						}
						if (out_args.has(i)) {
							calltip += "out ";
						}
						calltip += get_datatype_name(builtin_func_defs[idx].args[i]);
						String arg_name = (String)builtin_func_defs[idx].args_names[i];