### 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)

result.kind = GDScriptParser::DataType::NATIVE;
		Object *obj = p_value;
		if (!obj) {
			return GDScriptParser::DataType();
		}
		result.native_type = obj->get_class_name();
		Ref<Script> scr = p_value; 
		if (scr.is_valid()) {
			result.is_meta_type = true;
		} else {
			result.is_meta_type = false;
			scr = obj->get_script();
		}
		if (scr.is_valid()) {
			Ref<GDScript> gds = scr;
			if (gds.is_valid()) {
				
				
				String script_path = gds->get_script_path();
				Ref<GDScriptParserRef> ref = get_parser_for(script_path);
				if (ref.is_null()) {
					push_error(vformat(R"(Could not find script "%s".)", script_path), p_source);
					GDScriptParser::DataType error_type;
					error_type.kind = GDScriptParser::DataType::VARIANT;
					return error_type;
				}
				Error err = ref->raise_status(GDScriptParserRef::INHERITANCE_SOLVED);
				GDScriptParser::ClassNode *found = nullptr;
				if (err == OK) {
					found = ref->get_parser()->find_class(gds->fully_qualified_name);