### 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)

int gcc = CoreConstants::get_global_constant_count();
	for (int i = 0; i < gcc; i++) {
		_add_global(StaticCString::create(CoreConstants::get_global_constant_name(i)), CoreConstants::get_global_constant_value(i));
	}
	_add_global(StaticCString::create("PI"), Math_PI);
	_add_global(StaticCString::create("TAU"), Math_TAU);
	_add_global(StaticCString::create("INF"), INFINITY);
	_add_global(StaticCString::create("NAN"), NAN);
	
	List<StringName> class_list;
	ClassDB::get_class_list(&class_list);
	for (const StringName &n : class_list) {
		if (globals.has(n)) {
			continue;
		}
		Ref<GDScriptNativeClass> nc = memnew(GDScriptNativeClass(n));
		_add_global(n, nc);
	}
	
	List<Engine::Singleton> singletons;
	Engine::get_singleton()->get_singletons(&singletons);
	for (const Engine::Singleton &E : singletons) {
		_add_global(E.name, E.ptr);
	}
#ifdef TESTS_ENABLED
	GDScriptTests::GDScriptTestRunner::handle_cmdline();
#endif
}
String GDScriptLanguage::get_type() const {