### 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)

if (!p_soft_reload) {
				
				obj->set_script(Variant());
			}
			obj->set_script(scr);
			ScriptInstance *script_inst = obj->get_script_instance();
			if (!script_inst) {
				
				if (!scr->pending_reload_state.has(obj->get_instance_id())) {
					scr->pending_reload_state[obj->get_instance_id()] = saved_state;
				}
				continue;
			}
			if (script_inst->is_placeholder() && scr->is_placeholder_fallback_enabled()) {
				PlaceHolderScriptInstance *placeholder = static_cast<PlaceHolderScriptInstance *>(script_inst);
				for (List<Pair<StringName, Variant>>::Element *G = saved_state.front(); G; G = G->next()) {
					placeholder->property_set_fallback(G->get().first, G->get().second);
				}
			} else {
				for (List<Pair<StringName, Variant>>::Element *G = saved_state.front(); G; G = G->next()) {
					script_inst->set(G->get().first, G->get().second);
				}
			}
			scr->pending_reload_state.erase(obj->get_instance_id()); 
		}
		
	}
#endif
}
void GDScriptLanguage::frame() {