### 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_func->body->has_return) {
			gd_function->return_type = _gdtype_from_datatype(p_func->get_datatype(), p_script);
		} else {
			gd_function->return_type = GDScriptDataType();
			gd_function->return_type.has_type = true;
			gd_function->return_type.kind = GDScriptDataType::BUILTIN;
			gd_function->return_type.builtin_type = Variant::NIL;
		}
#ifdef TOOLS_ENABLED
		gd_function->default_arg_values = p_func->default_arg_values;
#endif
	}
	if (!is_implicit_initializer && !is_implicit_ready && !p_for_lambda) {
		p_script->member_functions[func_name] = gd_function;
	}
	memdelete(codegen.generator);
	return gd_function;
}
Error GDScriptCompiler::_parse_setter_getter(GDScript *p_script, const GDScriptParser::ClassNode *p_class, const GDScriptParser::VariableNode *p_variable, bool p_is_setter) {
	Error err = OK;
	GDScriptParser::FunctionNode *function;
	if (p_is_setter) {
		function = p_variable->setter;
	} else {
		function = p_variable->getter;
	}
	_parse_function(err, p_script, p_class, function);
	return err;
}
Error GDScriptCompiler::_populate_class_members(GDScript *p_script, const GDScriptParser::ClassNode *p_class, bool p_keep_state) {