### 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)

r_error = ERR_COMPILATION_FAILED;
							return GDScriptCodeGenerator::Address();
						}
					} else {
						r_error = ERR_COMPILATION_FAILED;
						return GDScriptCodeGenerator::Address();
					}
				}
			}
			for (int i = 0; i < arguments.size(); i++) {
				if (arguments[i].mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					gen->pop_temporary();
				}
			}
			return result;
		} break;
		case GDScriptParser::Node::GET_NODE: {
			const GDScriptParser::GetNodeNode *get_node = static_cast<const GDScriptParser::GetNodeNode *>(p_expression);
			Vector<GDScriptCodeGenerator::Address> args;
			args.push_back(codegen.add_constant(NodePath(get_node->full_path)));
			GDScriptCodeGenerator::Address result = codegen.add_temporary(_gdtype_from_datatype(get_node->get_datatype(), codegen.script));
			MethodBind *get_node_method = ClassDB::get_method("Node", "get_node");
			gen->write_call_ptrcall(result, GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::SELF), get_node_method, args);
			return result;
		} break;
		case GDScriptParser::Node::PRELOAD: {
			const GDScriptParser::PreloadNode *preload = static_cast<const GDScriptParser::PreloadNode *>(p_expression);
			
			return codegen.add_constant(preload->resource);
		} break;