### 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)

}
	List<StringName> functions;
	GDScriptUtilityFunctions::get_function_list(&functions);
	for (const StringName &E : functions) {
		p_words->push_back(String(E));
	}
}
bool GDScriptLanguage::is_control_flow_keyword(String p_keyword) const {
	return p_keyword == "break" ||
			p_keyword == "continue" ||
			p_keyword == "elif" ||
			p_keyword == "else" ||
			p_keyword == "if" ||
			p_keyword == "for" ||
			p_keyword == "match" ||
			p_keyword == "pass" ||
			p_keyword == "return" ||
			p_keyword == "while";
}
bool GDScriptLanguage::handles_global_class_type(const String &p_type) const {
	return p_type == "GDScript";
}
String GDScriptLanguage::get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const {
	Error err;
	Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ, &err);
	if (err) {
		return String();
	}
	String source = f->get_as_utf8_string();
	GDScriptParser parser;