### 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)

_get_script_signal_list(r_signals, true);
}
String GDScript::_get_gdscript_reference_class_name(const GDScript *p_gdscript) {
	ERR_FAIL_NULL_V(p_gdscript, String());
	String class_name;
	while (p_gdscript) {
		if (class_name.is_empty()) {
			class_name = p_gdscript->get_script_class_name();
		} else {
			class_name = p_gdscript->get_script_class_name() + "." + class_name;
		}
		p_gdscript = p_gdscript->_owner;
	}
	return class_name;
}
GDScript *GDScript::_get_gdscript_from_variant(const Variant &p_variant) {