### 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
const GDScriptParser::DataType *current_data_type = &p_class_node->base_type;
	while (current_data_type && current_data_type->kind == GDScriptParser::DataType::Kind::CLASS) {
		GDScriptParser::ClassNode *current_class_node = current_data_type->class_type;
		if (has_member_name_conflict_in_script_class(p_member_name, current_class_node, p_member_node)) {
			String parent_class_name = current_class_node->fqcn;
			if (current_class_node->identifier != nullptr) {
				parent_class_name = current_class_node->identifier->name;
			}
			push_error(vformat(R"(The member "%s" already exists in parent class %s.)", p_member_name, parent_class_name), p_member_node);
			return ERR_PARSE_ERROR;
		}
		current_data_type = &current_class_node->base_type;
	}
	
	if (current_data_type && current_data_type->kind == GDScriptParser::DataType::Kind::NATIVE) {
		if (current_data_type->native_type != StringName()) {
			return check_native_member_name_conflict(
					p_member_name,
					p_member_node,
					current_data_type->native_type);
		}
	}
	return OK;
}
void GDScriptAnalyzer::get_class_node_current_scope_classes(GDScriptParser::ClassNode *p_node, List<GDScriptParser::ClassNode *> *p_list) {