The comments in InkPreBuildValidationCheck.AssertNotCompiling() indicate that this script should cause a build to fail if Ink is currently compiling. Instead, the script just logs an error message to the console. Unity reports the build as successful, with 0 errors.
It looks like as of Unity 2019, regular errors or exceptions don't automatically fail a build. To trigger a build failure, you need to throw a BuildFailedException. There's an example in the docs here: https://docs.unity3d.com/ScriptReference/Build.IPreprocessBuildWithReport.html.
I've reproduced in Unity 6.0, but I imagine this is probably the case in older versions too - haven't had the chance to check!
I can open a PR to fix this if that's helpful. Let me know if so, and which versions you'd need me to test against.