### 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; 
			}
			
			
			if (p_identifier->source == GDScriptParser::IdentifierNode::UNDEFINED_SOURCE || p_identifier->source == GDScriptParser::IdentifierNode::MEMBER_CONSTANT) {
				return;
			}
			GDScriptParser::FunctionNode *function_test = lambda_stack.back()->get()->function;
			
			
			while (function_test != nullptr && function_test != p_identifier->source_function && function_test->source_lambda != nullptr && !function_test->source_lambda->captures_indices.has(p_identifier->name)) {
				function_test->source_lambda->captures_indices[p_identifier->name] = function_test->source_lambda->captures.size();
				function_test->source_lambda->captures.push_back(p_identifier);
				function_test = function_test->source_lambda->parent_function;
			}
		}
		return;
	}
	StringName name = p_identifier->name;
	p_identifier->source = GDScriptParser::IdentifierNode::UNDEFINED_SOURCE;
	
	
	Variant::Type builtin_type = GDScriptParser::get_builtin_type(name);
	if (builtin_type != Variant::OBJECT && builtin_type < Variant::VARIANT_MAX) {
		if (can_be_builtin) {
			p_identifier->set_datatype(make_builtin_meta_type(builtin_type));
			return;
		} else {
			push_error(R"(Builtin type cannot be used as a name on its own.)", p_identifier);
		}