### 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)

}
								const GDScriptParser::ClassNode *inner_class = subclass->members[i].m_class;
								if (inner_class->identifier->name == extend_classes[0]->name) {
									extend_classes.remove_at(0);
									found = true;
									subclass = inner_class;
									break;
								}
							}
							if (!found) {
								subclass = nullptr;
								break;
							}
						}
					}
				} else if (subclass->extends.size() == 1) {
					*r_base_type = subclass->extends[0]->name;
					subclass = nullptr;
				} else {
					break;
				}
			} else {
				*r_base_type = "RefCounted";
				subclass = nullptr;
			}
		}
	}
	return c->identifier != nullptr ? String(c->identifier->name) : String();
}
GDScriptLanguage::GDScriptLanguage() {