### 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)

if (_debug_parse_err_line >= 0) {
		return _debug_parse_err_file;
	}
	
	return String();
}
Vector<ScriptLanguage::StackInfo> CSharpLanguage::debug_get_current_stack_info() {
#ifdef DEBUG_ENABLED
	
	static thread_local bool _recursion_flag_ = false;
	if (_recursion_flag_) {
		return Vector<StackInfo>();
	}
	_recursion_flag_ = true;
	SCOPE_EXIT {
		_recursion_flag_ = false;
	};
	if (!gdmono || !gdmono->is_runtime_initialized()) {
		return Vector<StackInfo>();
	}
	Vector<StackInfo> si;
	if (GDMonoCache::godot_api_cache_updated) {
		GDMonoCache::managed_callbacks.DebuggingUtils_GetCurrentStackInfo(&si);
	}
	return si;
#else
	return Vector<StackInfo>();
#endif
}
void CSharpLanguage::post_unsafe_reference(Object *p_obj) {