### 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)

return OK;
	}
#endif
	{
		String source_path = path;
		if (source_path.is_empty()) {
			source_path = get_path();
		}
		Ref<GDScript> cached_script = GDScriptCache::get_cached_script(source_path);
		if (!source_path.is_empty() && cached_script.is_null()) {
			MutexLock lock(GDScriptCache::singleton->mutex);
			GDScriptCache::singleton->shallow_gdscript_cache[source_path] = Ref<GDScript>(this);
		}
	}
	bool can_run = ScriptServer::is_scripting_enabled() || is_tool();
#ifdef TOOLS_ENABLED
	if (p_keep_state && can_run && is_valid()) {
		_save_old_static_data();
	}
#endif
	valid = false;
	GDScriptParser parser;
	Error err = parser.parse(source, path, false);
	if (err) {
		if (EngineDebugger::is_active()) {
			GDScriptLanguage::get_singleton()->debug_break_parse(_get_debug_path(), parser.get_errors().front()->get().line, "Parser Error: " + parser.get_errors().front()->get().message);
		}
		
		_err_print_error("GDScript::reload", path.is_empty() ? "built-in" : (const char *)path.utf8().get_data(), parser.get_errors().front()->get().line, ("Parse Error: " + parser.get_errors().front()->get().message).utf8().get_data(), false, ERR_HANDLER_SCRIPT);
		reloading = false;