### 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 (const KeyValue<StringName, Variant> &E : member_default_values_cache) {
		values[E.key] = E.value;
	}
	for (const PropertyInfo &E : members_cache) {
		propnames.push_back(E);
	}
	if (base_cache.is_valid()) {
		base_cache->_update_exports_values(values, propnames);
	}
}
void GDScript::_add_doc(const DocData::ClassDoc &p_inner_class) {
	if (_owner) { 
		_owner->_add_doc(p_inner_class);
	} else { 
		for (int i = 0; i < docs.size(); i++) {
			if (docs[i].name == p_inner_class.name) {
				docs.remove_at(i);
				break;
			}
		}
		docs.append(p_inner_class);
	}
}
void GDScript::_clear_doc() {
	docs.clear();
	doc = DocData::ClassDoc();
}
#endif
bool GDScript::_update_exports(bool *r_err, bool p_recursive_call, PlaceHolderScriptInstance *p_instance_to_update) {