### Godot version

Godot 4.1 Release Candidate 1

### System information

Godot v4.1.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.1694) - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)

### Issue description

Godot 4.1 RC1 does not update the [Export]ed members or the name of a type/class in inspector when
- ... creating a new class.cs file that inherits from node/resource
- ... renaming a class from A.cs to B.cs
- ... removing and adding the class to a Node/Resource
- ... adding enum values to an existing enum (doesnt matter if its [Flags])
- ... adding/removing [Export] on any member variable
- ... (and probably more use cases)
![image](https://github.com/godotengine/godot/assets/45302427/d11a515e-47b6-40a8-af81-670407bfda1a)

It only works when Project > "Reload Current Project"
![image](https://github.com/godotengine/godot/assets/45302427/8de25a6f-d851-4d58-881b-673060d89741)


### Steps to reproduce

Create a new .cs file that inherits from a Node or Resource 
Assign it a Node/Resource
Add any sort of variables to the .cs file
Add the [Export] attribute to these variables/members
Build the Code using Alt+B
Watch what happens in the inspector: Nothing!
If nothing happens: Project > Reload Current Project

Test Project attached below

### Minimal reproduction project

[inspector-update-fails.zip](https://github.com/godotengine/godot/files/11886640/inspector-update-fails.zip)

obj->set_script(scr);
#if DEBUG_ENABLED
				
				CRASH_COND(!obj->get_script_instance()->is_placeholder());
#endif
			}
		}
		to_reload_state.push_back(scr);
	}
	for (Ref<CSharpScript> &scr : to_reload_state) {
		for (const ObjectID &obj_id : scr->pending_reload_instances) {
			Object *obj = ObjectDB::get_instance(obj_id);
			if (!obj) {
				scr->pending_reload_state.erase(obj_id);
				continue;
			}
			ERR_CONTINUE(!obj->get_script_instance());
			CSharpScript::StateBackup &state_backup = scr->pending_reload_state[obj_id];
			CSharpInstance *csi = CAST_CSHARP_INSTANCE(obj->get_script_instance());
			if (csi) {
				Dictionary properties;
				for (const Pair<StringName, Variant> &G : state_backup.properties) {
					properties[G.first] = G.second;
				}
				
				GDMonoCache::managed_callbacks.CSharpInstanceBridge_DeserializeState(
						csi->get_gchandle_intptr(), &properties, &state_backup.event_signals);
			}
		}
		scr->pending_reload_instances.clear();