### Godot version

4.0.3, 4.1-dev1, 4.1-dev2

### System information

Windows 11, ASUS Zephyrus G14 2022, Ryzen 9, Radeon 6700S

### Issue description

If you create a custom class script and extend it in a custom sub class script using GDScript, override `_init()` in the sub class but not in the parent class, and then call `super()` in the sub class, it will run fine in the editor or if exported with the debug template. However, if you export a release build, the `super()` call will induce a script error.

I think the bug is that the debugger should throw an error in this case. Trying the same with methods like `_ready` for classes extending nodes or even `_to_string` for a RefCounted class and running in the editor will cause a script error to be caught by the debugger.

In editor:
![debug](https://github.com/godotengine/godot/assets/125445387/f6da77c5-c9d3-4bb9-a4b0-80d2f9218033)

Release build:
![release_error](https://github.com/godotengine/godot/assets/125445387/73a9d098-7c3b-45e4-8761-e3f40ffd3bc9)


### Steps to reproduce

Create two classes
ClassTwo extends ClassOne
ClassTwo overrides virtual method _init() (**ClassOne does not**)
ClassTwo calls super() in _init()
No error in debug/editor
Error in release

### Minimal reproduction project

N/A
break;
			case GDScriptParser::ClassNode::Member::GROUP:
				
				break;
			case GDScriptParser::ClassNode::Member::UNDEFINED:
				ERR_PRINT("Trying to resolve undefined member.");
				break;
		}
#ifdef DEBUG_ENABLED
		parser->ignored_warnings = previously_ignored_warnings;
#endif
	}
	parser->current_class = previous_class;
}
void GDScriptAnalyzer::resolve_class_interface(GDScriptParser::ClassNode *p_class, const GDScriptParser::Node *p_source) {
	if (p_source == nullptr && parser->has_class(p_class)) {
		p_source = p_class;
	}
#ifdef DEBUG_ENABLED
	bool has_static_data = p_class->has_static_data;
#endif
	if (!p_class->resolved_interface) {
		if (!parser->has_class(p_class)) {
			String script_path = p_class->get_datatype().script_path;
			Ref<GDScriptParserRef> parser_ref = get_parser_for(script_path);
			if (parser_ref.is_null()) {
				push_error(vformat(R"(Could not find script "%s".)", script_path), p_source);
				return;
			}
			Error err = parser_ref->raise_status(GDScriptParserRef::PARSED);