### Godot version

v4.0custom_build[fcba87e]

### System information

Windows 10

### Issue description

Error when trying to call a method with a ternary operator.

### Steps to reproduce

```
extends Node

func _ready() -> void:
	test() if true else test()

func test() -> void:
	pass
```
[fcba87e](https://github.com/godotengine/godot/commit/fcba87e696d58912838d8a4a6987b10efa28e78f) - `Line 4:Cannot get return value of call to "test()" because it returns "void".`

v4.0beta10 - works fine

### Minimal reproduction project

[ternary_bug.zip](https://github.com/godotengine/godot/files/10368477/ternary_bug.zip)

SubscriptNode *attribute = alloc_node<SubscriptNode>();
	reset_extents(attribute, p_previous_operand);
	update_extents(attribute);
	if (for_completion) {
		bool is_builtin = false;
		if (p_previous_operand && p_previous_operand->type == Node::IDENTIFIER) {
			const IdentifierNode *id = static_cast<const IdentifierNode *>(p_previous_operand);
			Variant::Type builtin_type = get_builtin_type(id->name);
			if (builtin_type < Variant::VARIANT_MAX) {
				make_completion_context(COMPLETION_BUILT_IN_TYPE_CONSTANT_OR_STATIC_METHOD, builtin_type, true);
				is_builtin = true;
			}
		}
		if (!is_builtin) {
			make_completion_context(COMPLETION_ATTRIBUTE, attribute, -1, true);
		}
	}
	attribute->base = p_previous_operand;
	if (!consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected identifier after "." for attribute access.)")) {
		complete_extents(attribute);
		return attribute;
	}
	attribute->is_attribute = true;
	attribute->attribute = parse_identifier();
	complete_extents(attribute);
	return attribute;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_subscript(ExpressionNode *p_previous_operand, bool p_can_assign) {