### 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 (destructing) {
		return;
	}
	destructing = true;
	clear();
	{
		MutexLock lock(GDScriptLanguage::get_singleton()->mutex);
		while (SelfList<GDScriptFunctionState> *E = pending_func_states.first()) {
			
			
			pending_func_states.remove(E);
			GDScriptFunctionState *state = E->self();
			ObjectID state_id = state->get_instance_id();
			state->_clear_connections();
			if (ObjectDB::get_instance(state_id)) {
				state->_clear_stack();
			}
		}
	}
	{
		MutexLock lock(GDScriptLanguage::get_singleton()->mutex);
		script_list.remove_from_list();
	}
}
bool GDScriptInstance::set(const StringName &p_name, const Variant &p_value) {