### 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)

BUILTIN,
			NATIVE,
			SCRIPT,
			CLASS, 
			ENUM, 
			VARIANT, 
			RESOLVING, 
			UNRESOLVED,
		};
		Kind kind = UNRESOLVED;
		enum TypeSource {
			UNDETECTED, 
			INFERRED, 
			ANNOTATED_EXPLICIT, 
			ANNOTATED_INFERRED, 
		};
		TypeSource type_source = UNDETECTED;
		bool is_constant = false;
		bool is_meta_type = false;
		bool is_coroutine = false; 
		Variant::Type builtin_type = Variant::NIL;
		StringName native_type;
		StringName enum_type; 
		Ref<Script> script_type;
		String script_path;
		ClassNode *class_type = nullptr;
		MethodInfo method_info; 
		HashMap<StringName, int64_t> enum_values; 
		_FORCE_INLINE_ bool is_set() const { return kind != RESOLVING && kind != UNRESOLVED; }