### 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)

clear_data->functions.insert(implicit_ready);
		implicit_ready = nullptr;
	}
	if (static_initializer) {
		clear_data->functions.insert(static_initializer);
		static_initializer = nullptr;
	}
	_save_orphaned_subclasses(clear_data);
#ifdef TOOLS_ENABLED
	
	if (_owner) {
		_clear_doc();
	}
#endif
	
	if (is_root) {
		
		for (GDScriptFunction *E : clear_data->functions) {
			memdelete(E);
		}
		for (Ref<Script> &E : clear_data->scripts) {
			Ref<GDScript> gdscr = E;
			if (gdscr.is_valid()) {
				GDScriptCache::remove_script(gdscr->get_path());
			}
		}
		clear_data->clear();
	}
}
GDScript::~GDScript() {