### 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)

if (reloading) {
		return OK;
	}
	reloading = true;
	bool has_instances;
	{
		MutexLock lock(GDScriptLanguage::singleton->mutex);
		has_instances = instances.size();
	}
	ERR_FAIL_COND_V(!p_keep_state && has_instances, ERR_ALREADY_IN_USE);
	String basedir = path;
	if (basedir.is_empty()) {
		basedir = get_path();
	}
	if (!basedir.is_empty()) {
		basedir = basedir.get_base_dir();
	}
	
#ifdef TOOLS_ENABLED
	if (EditorPaths::get_singleton() && basedir.begins_with(EditorPaths::get_singleton()->get_project_script_templates_dir())) {
		reloading = false;