### 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)

struct ChainInfo {
					bool is_named = false;
					GDScriptCodeGenerator::Address base;
					GDScriptCodeGenerator::Address key;
					StringName name;
				};
				List<ChainInfo> set_chain;
				for (List<const GDScriptParser::SubscriptNode *>::Element *E = chain.back(); E; E = E->prev()) {
					if (E == chain.front()) {
						
						break;
					}
					const GDScriptParser::SubscriptNode *subscript_elem = E->get();
					GDScriptCodeGenerator::Address value = codegen.add_temporary(_gdtype_from_datatype(subscript_elem->get_datatype(), codegen.script));
					GDScriptCodeGenerator::Address key;
					StringName name;
					if (subscript_elem->is_attribute) {
						name = subscript_elem->attribute->name;
						gen->write_get_named(value, name, prev_base);
					} else {
						key = _parse_expression(codegen, r_error, subscript_elem->index);
						if (r_error) {
							return GDScriptCodeGenerator::Address();
						}
						gen->write_get(value, key, prev_base);
					}
					
					set_chain.push_front({ subscript_elem->is_attribute, prev_base, key, name }); 
					prev_base = value;
				}