### 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)

Ref<CSharpScript> sqscr = p_resource;
	ERR_FAIL_COND_V(sqscr.is_null(), ERR_INVALID_PARAMETER);
	String source = sqscr->get_source_code();
#ifdef TOOLS_ENABLED
	if (!FileAccess::exists(p_path)) {
		
		
		if (!_create_project_solution_if_needed()) {
			ERR_PRINT("C# project could not be created; cannot add file: '" + p_path + "'.");
		}
	}
#endif
	{
		Error err;
		Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
		ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot save C# script file '" + p_path + "'.");
		file->store_string(source);
		if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
			return ERR_CANT_CREATE;
		}
	}
#ifdef TOOLS_ENABLED
	if (ScriptServer::is_reload_scripts_on_save_enabled()) {
		CSharpLanguage::get_singleton()->reload_tool_script(p_resource, false);
	}
#endif
	return OK;
}
void ResourceFormatSaverCSharpScript::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {