### 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)

for (int i = 0; i < p_class->members.size(); i++) {
		const GDScriptParser::ClassNode::Member &member = p_class->members[i];
		if (member.type == member.FUNCTION) {
			const GDScriptParser::FunctionNode *function = member.function;
			Error err = OK;
			_parse_function(err, p_script, p_class, function);
			if (err) {
				return err;
			}
		} else if (member.type == member.VARIABLE) {
			const GDScriptParser::VariableNode *variable = member.variable;
			if (variable->property == GDScriptParser::VariableNode::PROP_INLINE) {
				if (variable->setter != nullptr) {
					Error err = _parse_setter_getter(p_script, p_class, variable, true);
					if (err) {
						return err;
					}
				}