### 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)

if (!p_arg_type.has_type) {
		return false;
	}
	if (p_par_type.type == Variant::NIL) {
		return false;
	}
	if (p_par_type.type == Variant::OBJECT) {
		if (p_arg_type.kind == GDScriptDataType::BUILTIN) {
			return false;
		}
		StringName class_name;
		if (p_arg_type.kind == GDScriptDataType::NATIVE) {
			class_name = p_arg_type.native_type;
		} else {
			class_name = p_arg_type.native_type == StringName() ? p_arg_type.script_type->get_instance_base_type() : p_arg_type.native_type;
		}
		return p_par_type.class_name == class_name || ClassDB::is_parent_class(class_name, p_par_type.class_name);
	} else {
		if (p_arg_type.kind != GDScriptDataType::BUILTIN) {
			return false;
		}
		return p_par_type.type == p_arg_type.builtin_type;
	}
}
static bool _can_use_ptrcall(const MethodBind *p_method, const Vector<GDScriptCodeGenerator::Address> &p_arguments) {