### 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
case GDScriptParser::Node::ASSIGNMENT:
		case GDScriptParser::Node::AWAIT:
		case GDScriptParser::Node::BINARY_OPERATOR:
		case GDScriptParser::Node::CALL:
		case GDScriptParser::Node::CAST:
		case GDScriptParser::Node::DICTIONARY:
		case GDScriptParser::Node::GET_NODE:
		case GDScriptParser::Node::IDENTIFIER:
		case GDScriptParser::Node::LAMBDA:
		case GDScriptParser::Node::LITERAL:
		case GDScriptParser::Node::PRELOAD:
		case GDScriptParser::Node::SELF:
		case GDScriptParser::Node::SUBSCRIPT:
		case GDScriptParser::Node::TERNARY_OPERATOR:
		case GDScriptParser::Node::TYPE_TEST:
		case GDScriptParser::Node::UNARY_OPERATOR:
			reduce_expression(static_cast<GDScriptParser::ExpressionNode *>(p_node), p_is_root);
			break;
		case GDScriptParser::Node::BREAK:
		case GDScriptParser::Node::BREAKPOINT:
		case GDScriptParser::Node::CONTINUE:
		case GDScriptParser::Node::ENUM:
		case GDScriptParser::Node::FUNCTION:
		case GDScriptParser::Node::PASS:
		case GDScriptParser::Node::SIGNAL:
			
			break;
	}
}
void GDScriptAnalyzer::resolve_annotation(GDScriptParser::AnnotationNode *p_annotation) {