### 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
#include "gdscript_analyzer.h"
#include "gdscript.h"
#include "gdscript_utility_functions.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/core_constants.h"
#include "core/core_string_names.h"
#include "core/io/file_access.h"
#include "core/io/resource_loader.h"
#include "core/object/class_db.h"
#include "core/object/script_language.h"
#include "core/templates/hash_map.h"
#include "scene/resources/packed_scene.h"
#if defined(TOOLS_ENABLED) && !defined(DISABLE_DEPRECATED)
#define SUGGEST_GODOT4_RENAMES
#include "editor/renames_map_3_to_4.h"
#endif
#define UNNAMED_ENUM "<anonymous enum>"
#define ENUM_SEPARATOR "."
static MethodInfo info_from_utility_func(const StringName &p_function) {