### 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)

virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
		virtual bool is_expression() const { return false; }
		virtual ~Node() {}
	};
	struct ExpressionNode : public Node {
		
		bool reduced = false;
		bool is_constant = false;
		Variant reduced_value;
		virtual bool is_expression() const override { return true; }
		virtual ~ExpressionNode() {}
	protected:
		ExpressionNode() {}
	};
	struct AnnotationNode : public Node {
		StringName name;
		Vector<ExpressionNode *> arguments;
		Vector<Variant> resolved_arguments;
		AnnotationInfo *info = nullptr;
		PropertyInfo export_info;
		bool apply(GDScriptParser *p_this, Node *p_target) const;
		bool applies_to(uint32_t p_target_kinds) const;
		AnnotationNode() {