### 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 (int i = 0; i < p_block->statements.size(); i++) {
		const GDScriptParser::Node *s = p_block->statements[i];
#ifdef DEBUG_ENABLED
		
		gen->write_newline(s->start_line);
#endif
		switch (s->type) {
			case GDScriptParser::Node::MATCH: {
				const GDScriptParser::MatchNode *match = static_cast<const GDScriptParser::MatchNode *>(s);
				codegen.start_block();
				
				GDScriptCodeGenerator::Address value = codegen.add_local("@match_value", _gdtype_from_datatype(match->test->get_datatype(), codegen.script));
				GDScriptCodeGenerator::Address value_expr = _parse_expression(codegen, err, match->test);
				if (err) {
					return err;
				}
				
				
				gen->write_assign(value, value_expr);
				if (value_expr.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					codegen.generator->pop_temporary();
				}
				
				GDScriptDataType typeof_type;
				typeof_type.has_type = true;
				typeof_type.kind = GDScriptDataType::BUILTIN;
				typeof_type.builtin_type = Variant::INT;
				GDScriptCodeGenerator::Address type = codegen.add_local("@match_type", typeof_type);
				Vector<GDScriptCodeGenerator::Address> typeof_args;
				typeof_args.push_back(value);