### 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
ERR_FAIL_COND_MSG(!parser->valid_annotations.has(p_annotation->name), vformat(R"(Annotation "%s" not found to validate.)", p_annotation->name));
	if (p_annotation->is_resolved) {
		return;
	}
	p_annotation->is_resolved = true;
	const MethodInfo &annotation_info = parser->valid_annotations[p_annotation->name].info;
	const List<PropertyInfo>::Element *E = annotation_info.arguments.front();
	for (int i = 0; i < p_annotation->arguments.size(); i++) {
		GDScriptParser::ExpressionNode *argument = p_annotation->arguments[i];
		const PropertyInfo &argument_info = E->get();
		if (E->next() != nullptr) {
			E = E->next();
		}
		reduce_expression(argument);
		if (!argument->is_constant) {