### 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 (type_source == UNDETECTED || p_other.type_source == UNDETECTED) {
				return true; 
			}
			if (type_source == INFERRED || p_other.type_source == INFERRED) {
				return true; 
			}
			if (kind != p_other.kind) {
				return false;
			}
			switch (kind) {
				case VARIANT:
					return true; 
				case BUILTIN:
					return builtin_type == p_other.builtin_type;
				case NATIVE:
				case ENUM: 
					return native_type == p_other.native_type;
				case SCRIPT:
					return script_type == p_other.script_type;
				case CLASS:
					return class_type == p_other.class_type || class_type->fqcn == p_other.class_type->fqcn;
				case RESOLVING:
				case UNRESOLVED:
					break;
			}
			return false;
		}
		bool operator!=(const DataType &p_other) const {