### 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)

type = SELF;
		}
	};
	struct SignalNode : public Node {
		IdentifierNode *identifier = nullptr;
		Vector<ParameterNode *> parameters;
		HashMap<StringName, int> parameters_indices;
#ifdef TOOLS_ENABLED
		String doc_description;
#endif 
		SignalNode() {
			type = SIGNAL;
		}
	};
	struct SubscriptNode : public ExpressionNode {
		ExpressionNode *base = nullptr;
		union {
			ExpressionNode *index = nullptr;
			IdentifierNode *attribute;
		};
		bool is_attribute = false;
		SubscriptNode() {
			type = SUBSCRIPT;
		}
	};
	struct SuiteNode : public Node {
		SuiteNode *parent_block = nullptr;
		Vector<Node *> statements;
		struct Local {
			enum Type {