### 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)

return get_godotsharp_editor()->call("OverridesExternalEditor");
}
#endif
bool CSharpLanguage::debug_break_parse(const String &p_file, int p_line, const String &p_error) {
	
	if (EngineDebugger::is_active() && Thread::get_caller_id() == Thread::get_main_id()) {
		_debug_parse_err_line = p_line;
		_debug_parse_err_file = p_file;
		_debug_error = p_error;
		EngineDebugger::get_script_debugger()->debug(this, false, true);
		return true;
	} else {
		return false;
	}
}
bool CSharpLanguage::debug_break(const String &p_error, bool p_allow_continue) {
	if (EngineDebugger::is_active() && Thread::get_caller_id() == Thread::get_main_id()) {
		_debug_parse_err_line = -1;
		_debug_parse_err_file = "";
		_debug_error = p_error;
		EngineDebugger::get_script_debugger()->debug(this, p_allow_continue);
		return true;
	} else {
		return false;
	}
}
#ifdef TOOLS_ENABLED
void CSharpLanguage::_editor_init_callback() {