### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Win 10

### Issue description

When Autoload scripts have compile errors, the error is not printed to Output. Instead, they fail when Running with an error completely unrelated to what's wrong:

```
USER ERROR: Script does not inherit from Node: res://thetrouble.gd.
   at: start (main/main.cpp:2776)
```

There's no other information. I assume this message is because their failure to compile means they don't get associated as a Node child (related to #75388?)? But I don't understand why they don't have any errors reported. I think it only occurs if they were added to Autoload before they got compiled/used?

I am using an external editor (gvim) and godot's LSP support. That correctly shows the error, but only when I'm editing the broken file which makes it unclear what's wrong. (When I first encountered this problem, I looked at the files, saw they were extending Node2D and didn't understand the problem. It's possible the lsp was failing to show any errors, but it shows errors now.)

### Steps to reproduce

1. New project, add scene
2. Add script "thetrouble.gd"
3. Add thetrouble.gd as an Autoload
4. Add invalid code to thetrouble.gd (two variables named `seq`) 
  * **Expected**: compile error reported
  * **Actual**: No output
5. Run project
  * **Expected**: compile error reported
  * **Actual**: Script does not inherit from Node: res://thetrouble.gd.
6. Add valid code to thetrouble.gd (assign a value to `seq`) 
  * **Expected**: compile error reported
  * **Actual**: No output

Note: If you mix up steps 2 and 3, the issue will not occur.

Workaround: Edit Autoloads and disable and re-enable thetrouble's autoload state and error messages appear. New errors even appear after this point.

### Minimal reproduction project

[repro.zip](https://github.com/godotengine/godot/files/11747339/repro.zip)

_base = nullptr;
				ERR_FAIL_V_MSG(false, "Cyclic inheritance in script class.");
			}
		}
		if (base_cache->_update_exports(r_err, true)) {
			if (r_err && *r_err) {
				return false;
			}
			changed = true;
		}
	}
	if ((changed || p_instance_to_update) && placeholders.size()) { 
		
		HashMap<StringName, Variant> values;
		List<PropertyInfo> propnames;
		_update_exports_values(values, propnames);
		if (changed) {
			for (PlaceHolderScriptInstance *E : placeholders) {
				E->update(propnames, values);
			}
		} else {
			p_instance_to_update->update(propnames, values);
		}
	}
	return changed;
#else
	return false;
#endif
}
void GDScript::update_exports() {