### Godot version

4.0.2

### System information

Linux Mint 21

### Issue description

On the minimal reproduction project, with a 3 level hierarchy and 2 autoloads, when running the game we get a parse error in daughter.gd where we use a parent member.

**Additional remarks :** 
- We have a circular dependency involving one of the autoloads : Autoload2 references Daughter which references Mother which references GrandMother which references Autoload2
- Autoload1 references Mother which references GrandMother which references Autoload2
- We don't have any error if we switch the 2 autoloads order in Project Settings
- We get the same error if _member is put in GrandMother class instead of Mother class
- We still get the issue if we disable Autoload1 in Project Settings

**A quick look in Godot source code :**
- GDScriptCache::full_gdscript_cache contains invalid scripts (ie script->is_valid() is false)
- I think the engine tries to compile GrandMother, then Daughter (but it fails), then Mother

(This issue might be related to https://github.com/godotengine/godot/issues/75388.)

### Steps to reproduce

To get the parse error :
- Open the minimal reproduction project
- Run the game
You'll get `Parser Error: Identifier not found: _member`.

### Minimal reproduction project

[ParseError_Project.zip](https://github.com/godotengine/godot/files/11725756/ParseError_Project.zip)

#include "gdscript_compiler.h"
#include "gdscript.h"
#include "gdscript_byte_codegen.h"
#include "gdscript_cache.h"
#include "gdscript_utility_functions.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
bool GDScriptCompiler::_is_class_member_property(CodeGen &codegen, const StringName &p_name) {
	if (codegen.function_node && codegen.function_node->is_static) {
		return false;
	}
	if (_is_local_or_parameter(codegen, p_name)) {
		return false; 
	}
	return _is_class_member_property(codegen.script, p_name);
}
bool GDScriptCompiler::_is_class_member_property(GDScript *owner, const StringName &p_name) {
	GDScript *scr = owner;
	GDScriptNativeClass *nc = nullptr;
	while (scr) {
		if (scr->native.is_valid()) {
			nc = scr->native.ptr();
		}
		scr = scr->_base;
	}
	ERR_FAIL_COND_V(!nc, false);
	return ClassDB::has_property(nc->get_name(), p_name);
}
bool GDScriptCompiler::_is_local_or_parameter(CodeGen &codegen, const StringName &p_name) {