### 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)

{
				
				const GDScriptParser::ClassNode *base_class = codegen.class_node;
				while (base_class != nullptr) {
					if (base_class->has_member(identifier)) {
						const GDScriptParser::ClassNode::Member &member = base_class->get_member(identifier);
						if (member.type == GDScriptParser::ClassNode::Member::FUNCTION || member.type == GDScriptParser::ClassNode::Member::SIGNAL) {
							
							GDScriptCodeGenerator::Address temp = codegen.add_temporary(); 
							GDScriptCodeGenerator::Address self(GDScriptCodeGenerator::Address::SELF);
							gen->write_get_named(temp, identifier, self);
							return temp;
						}
					}
					base_class = base_class->base_type.class_type;
				}
				
				GDScript *scr = codegen.script;
				GDScriptNativeClass *nc = nullptr;
				while (scr) {
					if (scr->native.is_valid()) {
						nc = scr->native.ptr();
					}
					scr = scr->_base;
				}
				if (nc && (ClassDB::has_signal(nc->get_name(), identifier) || ClassDB::has_method(nc->get_name(), identifier))) {
					
					GDScriptCodeGenerator::Address temp = codegen.add_temporary(); 
					GDScriptCodeGenerator::Address self(GDScriptCodeGenerator::Address::SELF);
					gen->write_get_named(temp, identifier, self);