### 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)

case GDScriptParser::DictionaryNode::LUA_TABLE:
						
						StringName key = dn->elements[i].key->reduced_value.operator StringName();
						element = codegen.add_constant(key);
						break;
				}
				elements.push_back(element);
				element = _parse_expression(codegen, r_error, dn->elements[i].value);
				if (r_error) {
					return GDScriptCodeGenerator::Address();
				}
				elements.push_back(element);
			}
			gen->write_construct_dictionary(result, elements);
			for (int i = 0; i < elements.size(); i++) {
				if (elements[i].mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					gen->pop_temporary();
				}
			}
			return result;
		} break;
		case GDScriptParser::Node::CAST: {
			const GDScriptParser::CastNode *cn = static_cast<const GDScriptParser::CastNode *>(p_expression);
			GDScriptDataType cast_type = _gdtype_from_datatype(cn->get_datatype(), codegen.script);
			GDScriptCodeGenerator::Address result;
			if (cast_type.has_type) {
				
				result = codegen.add_temporary(cast_type);
				GDScriptCodeGenerator::Address src = _parse_expression(codegen, r_error, cn->operand);
				gen->write_cast(result, src, cast_type);