### 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)

#ifdef TOOLS_ENABLED
	bool extra_cond = tool || ScriptServer::is_scripting_enabled();
#else
	bool extra_cond = true;
#endif
	
	
	
	if (extra_cond && !valid) {
		ERR_FAIL_V_MSG(false, "Cannot instance script because the associated class could not be found. Script: '" + get_path() + "'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).");
	}
	return valid && extra_cond;
}
StringName CSharpScript::get_instance_base_type() const {
	StringName native_name;
	GDMonoCache::managed_callbacks.ScriptManagerBridge_GetScriptNativeName(this, &native_name);
	return native_name;
}
CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_is_ref_counted, Callable::CallError &r_error) {
	
	Ref<RefCounted> ref;
	if (p_is_ref_counted) {
		
		ref = Ref<RefCounted>(static_cast<RefCounted *>(p_owner));
	}
	
	if (CSharpLanguage::has_instance_binding(p_owner)) {