### 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
	if (OS::get_singleton()->get_cmdline_args().find("--generate-mono-glue")) {
		print_verbose(".NET: Skipping runtime initialization because glue generation is enabled.");
		return;
	}
#endif
#ifdef DEBUG_METHODS_ENABLED
	if (OS::get_singleton()->get_cmdline_args().find("--class-db-json")) {
		class_db_api_to_json("user://class_db_api.json", ClassDB::API_CORE);
#ifdef TOOLS_ENABLED
		class_db_api_to_json("user://class_db_api_editor.json", ClassDB::API_EDITOR);
#endif
	}
#endif
	GLOBAL_DEF("dotnet/project/assembly_name", "");
#ifdef TOOLS_ENABLED
	GLOBAL_DEF("dotnet/project/solution_directory", "");
	GLOBAL_DEF(PropertyInfo(Variant::INT, "dotnet/project/assembly_reload_attempts", PROPERTY_HINT_RANGE, "1,16,1,or_greater"), 3);
#endif
	gdmono = memnew(GDMono);
	gdmono->initialize();
#ifdef TOOLS_ENABLED
	if (gdmono->is_runtime_initialized()) {
		gdmono->initialize_load_assemblies();
	}
	EditorNode::add_init_callback(&_editor_init_callback);
#endif
}
void CSharpLanguage::finish() {