### 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)

}
				}
				gen->write_endif();
			} break;
			case GDScriptParser::Node::FOR: {
				const GDScriptParser::ForNode *for_n = static_cast<const GDScriptParser::ForNode *>(s);
				codegen.start_block();
				GDScriptCodeGenerator::Address iterator = codegen.add_local(for_n->variable->name, _gdtype_from_datatype(for_n->variable->get_datatype(), codegen.script));
				gen->start_for(iterator.type, _gdtype_from_datatype(for_n->list->get_datatype(), codegen.script));
				GDScriptCodeGenerator::Address list = _parse_expression(codegen, err, for_n->list);
				if (err) {
					return err;
				}
				gen->write_for_assignment(iterator, list);
				if (list.mode == GDScriptCodeGenerator::Address::TEMPORARY) {
					codegen.generator->pop_temporary();
				}
				gen->write_for();
				err = _parse_block(codegen, for_n->loop);
				if (err) {
					return err;
				}
				gen->write_endfor();
				codegen.end_block();
			} break;
			case GDScriptParser::Node::WHILE: {
				const GDScriptParser::WhileNode *while_n = static_cast<const GDScriptParser::WhileNode *>(s);
				gen->start_while_condition();
				GDScriptCodeGenerator::Address condition = _parse_expression(codegen, err, while_n->condition);
				if (err) {