### 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
}
						element.resolved = true;
					}
					enum_type.enum_values[element.identifier->name] = element.value;
					dictionary[String(element.identifier->name)] = element.value;
				}
				current_enum = prev_enum;
				dictionary.make_read_only();
				member.m_enum->set_datatype(enum_type);
				member.m_enum->dictionary = dictionary;
				
				for (GDScriptParser::AnnotationNode *&E : member.m_enum->annotations) {
					resolve_annotation(E);
					E->apply(parser, member.m_enum);
				}
			} break;
			case GDScriptParser::ClassNode::Member::FUNCTION:
				for (GDScriptParser::AnnotationNode *&E : member.function->annotations) {
					resolve_annotation(E);
					E->apply(parser, member.function);
				}
				resolve_function_signature(member.function, p_source);
				break;
			case GDScriptParser::ClassNode::Member::ENUM_VALUE: {
				member.enum_value.identifier->set_datatype(resolving_datatype);
				if (member.enum_value.custom_value) {
					check_class_member_name_conflict(p_class, member.enum_value.identifier->name, member.enum_value.custom_value);
					const GDScriptParser::EnumNode *prev_enum = current_enum;
					current_enum = member.enum_value.parent_enum;
					reduce_expression(member.enum_value.custom_value);