### 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)

if (is_reloadable) {
				
				scripts.push_back(Ref<CSharpScript>(elem->self()));
			}
		}
	}
	scripts.sort_custom<CSharpScriptDepSort>(); 
	
	{
		MutexLock lock(ManagedCallable::instances_mutex);
		for (SelfList<ManagedCallable> *elem = ManagedCallable::instances.first(); elem; elem = elem->next()) {
			ManagedCallable *managed_callable = elem->self();
			ERR_CONTINUE(managed_callable->delegate_handle.value == nullptr);
			if (!GDMonoCache::managed_callbacks.GCHandleBridge_GCHandleIsTargetCollectible(managed_callable->delegate_handle)) {
				continue;
			}
			Array serialized_data;
			bool success = GDMonoCache::managed_callbacks.DelegateUtils_TrySerializeDelegateWithGCHandle(
					managed_callable->delegate_handle, &serialized_data);
			if (success) {
				ManagedCallable::instances_pending_reload.insert(managed_callable, serialized_data);
			} else if (OS::get_singleton()->is_stdout_verbose()) {
				OS::get_singleton()->print("Failed to serialize delegate\n");
			}
		}
	}
	List<Ref<CSharpScript>> to_reload;
	
	List<Ref<RefCounted>> rc_instances;
	for (const KeyValue<Object *, CSharpScriptBinding> &E : script_bindings) {