### 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)

return script;
}
ScriptLanguage *GDScriptInstance::get_language() {
	return GDScriptLanguage::get_singleton();
}
const Variant GDScriptInstance::get_rpc_config() const {
	return script->get_rpc_config();
}
void GDScriptInstance::reload_members() {
#ifdef DEBUG_ENABLED
	Vector<Variant> new_members;
	new_members.resize(script->member_indices.size());
	
	for (KeyValue<StringName, GDScript::MemberInfo> &E : script->member_indices) {
		if (member_indices_cache.has(E.key)) {
			Variant value = members[member_indices_cache[E.key]];
			new_members.write[E.value.index] = value;
		}
	}
	members.resize(new_members.size()); 
	
	members = new_members;
	
	member_indices_cache.clear();
	for (const KeyValue<StringName, GDScript::MemberInfo> &E : script->member_indices) {
		member_indices_cache[E.key] = E.value.index;
	}
#endif
}
GDScriptInstance::GDScriptInstance() {