### 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)

if (subclass->extends_used) {
				if (!subclass->extends_path.is_empty()) {
					if (subclass->extends.size() == 0) {
						get_global_class_name(subclass->extends_path, r_base_type);
						subclass = nullptr;
						break;
					} else {
						Vector<GDScriptParser::IdentifierNode *> extend_classes = subclass->extends;
						Ref<FileAccess> subfile = FileAccess::open(subclass->extends_path, FileAccess::READ);
						if (subfile.is_null()) {
							break;
						}
						String subsource = subfile->get_as_utf8_string();
						if (subsource.is_empty()) {
							break;
						}
						String subpath = subclass->extends_path;
						if (subpath.is_relative_path()) {
							subpath = path.get_base_dir().path_join(subpath).simplify_path();
						}
						if (OK != subparser.parse(subsource, subpath, false)) {
							break;
						}
						path = subpath;
						subclass = subparser.get_tree();
						while (extend_classes.size() > 0) {
							bool found = false;
							for (int i = 0; i < subclass->members.size(); i++) {
								if (subclass->members[i].type != GDScriptParser::ClassNode::Member::CLASS) {
									continue;