### 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
parser->push_warning(member.variable, GDScriptWarning::GET_NODE_DEFAULT_WITHOUT_ONREADY, is_using_shorthand ? "$" : "get_node()");
						}
					}
				}
#endif
			} break;
			case GDScriptParser::ClassNode::Member::CONSTANT: {
				check_class_member_name_conflict(p_class, member.constant->identifier->name, member.constant);
				member.constant->set_datatype(resolving_datatype);
				resolve_constant(member.constant, false);
				
				for (GDScriptParser::AnnotationNode *&E : member.constant->annotations) {
					resolve_annotation(E);
					E->apply(parser, member.constant);
				}
			} break;
			case GDScriptParser::ClassNode::Member::SIGNAL: {
				check_class_member_name_conflict(p_class, member.signal->identifier->name, member.signal);
				member.signal->set_datatype(resolving_datatype);
				
				
				MethodInfo mi = MethodInfo(member.signal->identifier->name);
				for (int j = 0; j < member.signal->parameters.size(); j++) {
					GDScriptParser::ParameterNode *param = member.signal->parameters[j];
					GDScriptParser::DataType param_type = type_from_metatype(resolve_datatype(param->datatype_specifier));
					param->set_datatype(param_type);
					mi.arguments.push_back(PropertyInfo(param_type.builtin_type, param->identifier->name));
					
				}
				member.signal->set_datatype(make_signal_type(mi));