### 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
Error check_native_member_name_conflict(const StringName &p_member_name, const GDScriptParser::Node *p_member_node, const StringName &p_native_type_string);
	Error check_class_member_name_conflict(const GDScriptParser::ClassNode *p_class_node, const StringName &p_member_name, const GDScriptParser::Node *p_member_node);
	void get_class_node_current_scope_classes(GDScriptParser::ClassNode *p_node, List<GDScriptParser::ClassNode *> *p_list);
	Error resolve_class_inheritance(GDScriptParser::ClassNode *p_class, const GDScriptParser::Node *p_source = nullptr);
	Error resolve_class_inheritance(GDScriptParser::ClassNode *p_class, bool p_recursive);
	GDScriptParser::DataType resolve_datatype(GDScriptParser::TypeNode *p_type);
	void decide_suite_type(GDScriptParser::Node *p_suite, GDScriptParser::Node *p_statement);
	void resolve_annotation(GDScriptParser::AnnotationNode *p_annotation);
	void resolve_class_member(GDScriptParser::ClassNode *p_class, StringName p_name, const GDScriptParser::Node *p_source = nullptr);
	void resolve_class_member(GDScriptParser::ClassNode *p_class, int p_index, const GDScriptParser::Node *p_source = nullptr);
	void resolve_class_interface(GDScriptParser::ClassNode *p_class, const GDScriptParser::Node *p_source = nullptr);
	void resolve_class_interface(GDScriptParser::ClassNode *p_class, bool p_recursive);
	void resolve_class_body(GDScriptParser::ClassNode *p_class, const GDScriptParser::Node *p_source = nullptr);
	void resolve_class_body(GDScriptParser::ClassNode *p_class, bool p_recursive);
	void resolve_function_signature(GDScriptParser::FunctionNode *p_function, const GDScriptParser::Node *p_source = nullptr, bool p_is_lambda = false);
	void resolve_function_body(GDScriptParser::FunctionNode *p_function, bool p_is_lambda = false);
	void resolve_node(GDScriptParser::Node *p_node, bool p_is_root = true);
	void resolve_suite(GDScriptParser::SuiteNode *p_suite);
	void resolve_assignable(GDScriptParser::AssignableNode *p_assignable, const char *p_kind);
	void resolve_variable(GDScriptParser::VariableNode *p_variable, bool p_is_local);
	void resolve_constant(GDScriptParser::ConstantNode *p_constant, bool p_is_local);
	void resolve_parameter(GDScriptParser::ParameterNode *p_parameter);
	void resolve_if(GDScriptParser::IfNode *p_if);
	void resolve_for(GDScriptParser::ForNode *p_for);
	void resolve_while(GDScriptParser::WhileNode *p_while);
	void resolve_assert(GDScriptParser::AssertNode *p_assert);
	void resolve_match(GDScriptParser::MatchNode *p_match);
	void resolve_match_branch(GDScriptParser::MatchBranchNode *p_match_branch, GDScriptParser::ExpressionNode *p_match_test);
	void resolve_match_pattern(GDScriptParser::PatternNode *p_match_pattern, GDScriptParser::ExpressionNode *p_match_test);
	void resolve_return(GDScriptParser::ReturnNode *p_return);