### 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
Array array = p_array->get_datatype().has_container_element_type() ? make_array_from_element_datatype(p_array->get_datatype().get_container_element_type()) : Array();
	array.resize(p_array->elements.size());
	for (int i = 0; i < p_array->elements.size(); i++) {
		GDScriptParser::ExpressionNode *element = p_array->elements[i];
		bool is_element_value_reduced = false;
		Variant element_value = make_expression_reduced_value(element, is_element_value_reduced);
		if (!is_element_value_reduced) {
			return Variant();
		}
		array[i] = element_value;
	}
	array.make_read_only();
	is_reduced = true;
	return array;
}
Variant GDScriptAnalyzer::make_dictionary_reduced_value(GDScriptParser::DictionaryNode *p_dictionary, bool &is_reduced) {