### Godot version

v4.0.beta11.official [91713ced8]

### System information

macOS 13.1

### Issue description

When using a function with a return type of `void` as the return value of another function with a return type of `void`, the following error occurs: 
> Cannot get return value of call to "foo()" because it returns "void"

This wasn't a problem in Godot 3.x and Godot 4.x until now. Seems it's related to https://github.com/godotengine/godot/pull/70702. 

I understand why this is happening, but I'd expect to be able to use functions like this that return `void` because they both use the matching return type. It seems overly strict.

In a real world example I use this to return early when switching states in a FSM:

```gdscript
func _process(_delta: float) -> void:
  if player.is_grounded():
    return state_machine.transition_to("ground") # returns void

  if player.is_on_wall():
    return state_machine.transition_to("wall") # returns void
```

### Steps to reproduce

```gdscript
extends Node

func foo() -> void:
	print("hello")

func _ready() -> void:
	return foo()
```

### Minimal reproduction project

[godot_4_return_value_regression.zip](https://github.com/godotengine/godot/files/10385377/godot_4_return_value_regression.zip)

type = ENUM;
		}
	};
	struct ClassNode : public Node {
		struct Member {
			enum Type {
				UNDEFINED,
				CLASS,
				CONSTANT,
				FUNCTION,
				SIGNAL,
				VARIABLE,
				ENUM,
				ENUM_VALUE, 
				GROUP, 
			};
			Type type = UNDEFINED;
			union {
				ClassNode *m_class = nullptr;
				ConstantNode *constant;
				FunctionNode *function;
				SignalNode *signal;
				VariableNode *variable;
				EnumNode *m_enum;
				AnnotationNode *annotation;
			};
			EnumNode::Value enum_value;
			String get_name() const {