### 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)

PREC_ATTRIBUTE,
		PREC_SUBSCRIPT,
		PREC_PRIMARY,
	};
	struct ParseRule {
		ParseFunction prefix = nullptr;
		ParseFunction infix = nullptr;
		Precedence precedence = PREC_NONE;
	};
	static ParseRule *get_rule(GDScriptTokenizer::Token::Type p_token_type);
	List<Node *> nodes_in_progress;
	void complete_extents(Node *p_node);
	void update_extents(Node *p_node);
	void reset_extents(Node *p_node, GDScriptTokenizer::Token p_token);
	void reset_extents(Node *p_node, Node *p_from);
	template <class T>
	T *alloc_node() {
		T *node = memnew(T);
		node->next = list;
		list = node;
		reset_extents(node, previous);
		nodes_in_progress.push_back(node);
		return node;
	}
	void clear();
	void push_error(const String &p_message, const Node *p_origin = nullptr);
#ifdef DEBUG_ENABLED
	void push_warning(const Node *p_source, GDScriptWarning::Code p_code, const Vector<String> &p_symbols);
	template <typename... Symbols>
	void push_warning(const Node *p_source, GDScriptWarning::Code p_code, const Symbols &...p_symbols) {