### 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)

}
	if (implicit_ready) {
		for (const Variant &V : implicit_ready->constants) {
			GDScript *scr = _get_gdscript_from_variant(V);
			if (scr != nullptr && scr != p_except) {
				scr->_get_dependencies(p_dependencies, p_except);
			}
		}
	}
	for (KeyValue<StringName, Ref<GDScript>> &E : subclasses) {
		if (E.value != p_except) {
			E.value->_get_dependencies(p_dependencies, p_except);
		}
	}
	for (const KeyValue<StringName, Variant> &E : constants) {
		GDScript *scr = _get_gdscript_from_variant(E.value);
		if (scr != nullptr && scr != p_except) {
			scr->_get_dependencies(p_dependencies, p_except);
		}
	}
}
GDScript::GDScript() :
		script_list(this) {
	{
		MutexLock lock(GDScriptLanguage::get_singleton()->mutex);
		GDScriptLanguage::get_singleton()->script_list.add(&script_list);
	}
	path = vformat("gdscript://%d.gd", get_instance_id());
}
void GDScript::_save_orphaned_subclasses(ClearData *p_clear_data) {