### 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
}
		return;
	}
	p_class->resolved_body = true;
	GDScriptParser::ClassNode *previous_class = parser->current_class;
	parser->current_class = p_class;
	resolve_class_interface(p_class, p_source);
	GDScriptParser::DataType base_type = p_class->base_type;
	if (base_type.kind == GDScriptParser::DataType::CLASS) {
		GDScriptParser::ClassNode *base_class = base_type.class_type;
		resolve_class_body(base_class, p_class);
	}
	
	for (int i = 0; i < p_class->members.size(); i++) {
		GDScriptParser::ClassNode::Member member = p_class->members[i];
		if (member.type == GDScriptParser::ClassNode::Member::FUNCTION) {
			
			for (GDScriptParser::AnnotationNode *&E : member.function->annotations) {
				resolve_annotation(E);
				E->apply(parser, member.function);
			}
			resolve_function_body(member.function);
		} else if (member.type == GDScriptParser::ClassNode::Member::VARIABLE && member.variable->property != GDScriptParser::VariableNode::PROP_NONE) {
			if (member.variable->property == GDScriptParser::VariableNode::PROP_INLINE) {
				if (member.variable->getter != nullptr) {
					member.variable->getter->set_datatype(member.variable->datatype);
					resolve_function_body(member.variable->getter);
				}
				if (member.variable->setter != nullptr) {
					resolve_function_signature(member.variable->setter);