### 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
if (!p_preload->path) {
		return;
	}
	reduce_expression(p_preload->path);
	if (!p_preload->path->is_constant) {
		push_error("Preloaded path must be a constant string.", p_preload->path);
		return;
	}
	if (p_preload->path->reduced_value.get_type() != Variant::STRING) {
		push_error("Preloaded path must be a constant string.", p_preload->path);
	} else {
		p_preload->resolved_path = p_preload->path->reduced_value;
		
		if (p_preload->resolved_path.is_relative_path()) {
			p_preload->resolved_path = parser->script_path.get_base_dir().path_join(p_preload->resolved_path);
		}
		p_preload->resolved_path = p_preload->resolved_path.simplify_path();
		if (!ResourceLoader::exists(p_preload->resolved_path)) {
			Ref<FileAccess> file_check = FileAccess::create(FileAccess::ACCESS_RESOURCES);
			if (file_check->file_exists(p_preload->resolved_path)) {
				push_error(vformat(R"(Preload file "%s" has no resource loaders (unrecognized file extension).)", p_preload->resolved_path), p_preload->path);
			} else {
				push_error(vformat(R"(Preload file "%s" does not exist.)", p_preload->resolved_path), p_preload->path);
			}
		} else {
			
			
			
			if (ResourceLoader::get_resource_type(p_preload->resolved_path) == "GDScript") {
				Error err = OK;