### 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)

Ref<GDScript> sqscr = p_resource;
	ERR_FAIL_COND_V(sqscr.is_null(), ERR_INVALID_PARAMETER);
	String source = sqscr->get_source_code();
	{
		Error err;
		Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
		ERR_FAIL_COND_V_MSG(err, err, "Cannot save GDScript file '" + p_path + "'.");
		file->store_string(source);
		if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
			return ERR_CANT_CREATE;
		}
	}
	if (ScriptServer::is_reload_scripts_on_save_enabled()) {
		GDScriptLanguage::get_singleton()->reload_tool_script(p_resource, true);
	}
	return OK;
}
void ResourceFormatSaverGDScript::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
	if (Object::cast_to<GDScript>(*p_resource)) {
		p_extensions->push_back("gd");
	}
}
bool ResourceFormatSaverGDScript::recognize(const Ref<Resource> &p_resource) const {
	return Object::cast_to<GDScript>(*p_resource) != nullptr;
}