### 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 (err) {
					_set_error(vformat(R"(Could not compile base class "%s" from "%s": %s)", base->fully_qualified_name, base->path, error_names[err]), nullptr);
					return err;
				}
				if (base_root.is_valid()) {
					base = Ref<GDScript>(base_root->find_class(base->fully_qualified_name));
				}
				if (base.is_null()) {
					_set_error(vformat(R"(Could not find class "%s" in "%s".)", base->fully_qualified_name, base->path), nullptr);
					return ERR_COMPILATION_FAILED;
				}
				ERR_FAIL_COND_V(!base->is_valid() && !base->reloading, ERR_BUG);
			}
			p_script->base = base;
			p_script->_base = base.ptr();
			p_script->member_indices = base->member_indices;
			p_script->native = base->native;
		} break;
		default: {
			_set_error("Parser bug: invalid inheritance.", nullptr);
			return ERR_BUG;
		} break;
	}
	for (int i = 0; i < p_class->members.size(); i++) {
		const GDScriptParser::ClassNode::Member &member = p_class->members[i];
		switch (member.type) {
			case GDScriptParser::ClassNode::Member::VARIABLE: {
				const GDScriptParser::VariableNode *variable = member.variable;
				StringName name = variable->identifier->name;
				GDScript::MemberInfo minfo;