### 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)

} else {
				top->static_variables.write[member->index] = value;
				return true;
			}
		}
		top = top->_base;
	}
	return false;
}
void GDScript::_get_property_list(List<PropertyInfo> *p_properties) const {
	p_properties->push_back(PropertyInfo(Variant::STRING, "script/source", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
	List<PropertyInfo> property_list;
	const GDScript *top = this;
	while (top) {
		for (const KeyValue<StringName, MemberInfo> &E : top->static_variables_indices) {
			PropertyInfo pi = PropertyInfo(E.value.data_type);
			pi.name = E.key;
			pi.usage |= PROPERTY_USAGE_SCRIPT_VARIABLE; 
			property_list.push_back(pi);
		}
		top = top->_base;
	}
	for (const List<PropertyInfo>::Element *E = property_list.back(); E; E = E->prev()) {
		p_properties->push_back(E->get());
	}
}
void GDScript::_bind_methods() {
	ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &GDScript::_new, MethodInfo("new"));
}
void GDScript::set_path(const String &p_path, bool p_take_over) {