### Godot version

Godot 4.1 Release Candidate 1

### System information

Godot v4.1.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.1694) - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)

### Issue description

Godot 4.1 RC1 does not update the [Export]ed members or the name of a type/class in inspector when
- ... creating a new class.cs file that inherits from node/resource
- ... renaming a class from A.cs to B.cs
- ... removing and adding the class to a Node/Resource
- ... adding enum values to an existing enum (doesnt matter if its [Flags])
- ... adding/removing [Export] on any member variable
- ... (and probably more use cases)
![image](https://github.com/godotengine/godot/assets/45302427/d11a515e-47b6-40a8-af81-670407bfda1a)

It only works when Project > "Reload Current Project"
![image](https://github.com/godotengine/godot/assets/45302427/8de25a6f-d851-4d58-881b-673060d89741)


### Steps to reproduce

Create a new .cs file that inherits from a Node or Resource 
Assign it a Node/Resource
Add any sort of variables to the .cs file
Add the [Export] attribute to these variables/members
Build the Code using Alt+B
Watch what happens in the inspector: Nothing!
If nothing happens: Project > Reload Current Project

Test Project attached below

### Minimal reproduction project

[inspector-update-fails.zip](https://github.com/godotengine/godot/files/11886640/inspector-update-fails.zip)

void *data = CSharpLanguage::get_existing_instance_binding(p_owner);
		CRASH_COND(data == nullptr);
		CSharpScriptBinding &script_binding = ((RBMap<Object *, CSharpScriptBinding>::Element *)data)->get();
		if (script_binding.inited && !script_binding.gchandle.is_released()) {
			GDMonoCache::managed_callbacks.CSharpInstanceBridge_CallDispose(
					script_binding.gchandle.get_intptr(),  true);
			script_binding.gchandle.release(); 
			script_binding.inited = false;
		}
	}
	CSharpInstance *instance = memnew(CSharpInstance(Ref<CSharpScript>(this)));
	instance->base_ref_counted = p_is_ref_counted;
	instance->owner = p_owner;
	instance->owner->set_script_instance(instance);
	
	bool ok = GDMonoCache::managed_callbacks.ScriptManagerBridge_CreateManagedForGodotObjectScriptInstance(
			this, p_owner, p_args, p_argcount);
	if (!ok) {
		
		instance->script = Ref<CSharpScript>();
		instance->owner = nullptr;
		p_owner->set_script_instance(nullptr);
		return nullptr;
	}
	CRASH_COND(instance->gchandle.is_released());
	
	
	return instance;
}
Variant CSharpScript::_new(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {