### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Win 10

### Issue description

When Autoload scripts have compile errors, the error is not printed to Output. Instead, they fail when Running with an error completely unrelated to what's wrong:

```
USER ERROR: Script does not inherit from Node: res://thetrouble.gd.
   at: start (main/main.cpp:2776)
```

There's no other information. I assume this message is because their failure to compile means they don't get associated as a Node child (related to #75388?)? But I don't understand why they don't have any errors reported. I think it only occurs if they were added to Autoload before they got compiled/used?

I am using an external editor (gvim) and godot's LSP support. That correctly shows the error, but only when I'm editing the broken file which makes it unclear what's wrong. (When I first encountered this problem, I looked at the files, saw they were extending Node2D and didn't understand the problem. It's possible the lsp was failing to show any errors, but it shows errors now.)

### Steps to reproduce

1. New project, add scene
2. Add script "thetrouble.gd"
3. Add thetrouble.gd as an Autoload
4. Add invalid code to thetrouble.gd (two variables named `seq`) 
  * **Expected**: compile error reported
  * **Actual**: No output
5. Run project
  * **Expected**: compile error reported
  * **Actual**: Script does not inherit from Node: res://thetrouble.gd.
6. Add valid code to thetrouble.gd (assign a value to `seq`) 
  * **Expected**: compile error reported
  * **Actual**: No output

Note: If you mix up steps 2 and 3, the issue will not occur.

Workaround: Edit Autoloads and disable and re-enable thetrouble's autoload state and error messages appear. New errors even appear after this point.

### Minimal reproduction project

[repro.zip](https://github.com/godotengine/godot/files/11747339/repro.zip)

if (p_name == GDScriptLanguage::get_singleton()->strings._script_source) {
		set_source_code(p_value);
		reload();
		return true;
	}
	GDScript *top = this;
	while (top) {
		HashMap<StringName, MemberInfo>::ConstIterator E = top->static_variables_indices.find(p_name);
		if (E) {
			const MemberInfo *member = &E->value;
			Variant value = p_value;
			if (member->data_type.has_type && !member->data_type.is_type(value)) {
				const Variant *args = &p_value;
				Callable::CallError err;
				Variant::construct(member->data_type.builtin_type, value, &args, 1, err);
				if (err.error != Callable::CallError::CALL_OK || !member->data_type.is_type(value)) {
					return false;
				}
			}
			if (member->setter) {
				const Variant *args = &value;
				Callable::CallError err;
				callp(member->setter, &args, 1, err);
				return err.error == Callable::CallError::CALL_OK;