Many OO languages only support single inheritance.
C# and Java are two major ones.
Java uses interfaces to support most of the value of multiple inheritance. Multiple inheritance is a large can of worms, adding a ton of complexity to a language
As Mega mentions here you can 'subclass' scripts by saying
extends "res://...super-script-name"
But Godot scripts are not classes.
Your gdscript can be applied to add properties and functions to any subclass of the godot intrinsic directly extended by your script or a super script of your script. You need to think of scripts as "mixins" that extend the properties and functions of some intrinsic godot class instance. Here I mean those classes built into the engine: Object, Node, Spatial, Resource, MeshInstance etc. The object types offered to you when using the editor add function.
Remember that a reference to any script you write that is associated with a godot intrinsic can be accessed by get_script() and you can change the script by set_script(). In this sense gdscript is a bit more javascript-ish, in that you can paste a host of properties or functions to an existing instance, but is much more structured than javascript.
Godot is structured differently. You extend functionality by composition of nodes more than inheritance. This means your scene tree might have an organizing node followed by a clickable, physics-body, meshes and what have you, which may be organized in tree as you see fit. You associate the functionality to these components by adding scripts to them
In my case I have a thinga-ma-bob scene in my project that represents a little tablet for scribbling on in a game instance.
The tablet has the elements for representing itself in game, and all the actions that support doing its tablet-y things but I have distinct nodes to process inputs (because the file size was getting big) and nodes for the component of the tablet have scripts to handle functionality relevant only to them.
It is actually nice because now the scripts in the scene factor out input handling from the code representing the object and code related to child nodes is bound to them instead of being swept into the root node.
It's going MVC ish.