### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Win 10

### Issue description

When Autoload scripts have compile errors, the error is not printed to Output. Instead, they fail when Running with an error completely unrelated to what's wrong:

```
USER ERROR: Script does not inherit from Node: res://thetrouble.gd.
   at: start (main/main.cpp:2776)
```

There's no other information. I assume this message is because their failure to compile means they don't get associated as a Node child (related to #75388?)? But I don't understand why they don't have any errors reported. I think it only occurs if they were added to Autoload before they got compiled/used?

I am using an external editor (gvim) and godot's LSP support. That correctly shows the error, but only when I'm editing the broken file which makes it unclear what's wrong. (When I first encountered this problem, I looked at the files, saw they were extending Node2D and didn't understand the problem. It's possible the lsp was failing to show any errors, but it shows errors now.)

### Steps to reproduce

1. New project, add scene
2. Add script "thetrouble.gd"
3. Add thetrouble.gd as an Autoload
4. Add invalid code to thetrouble.gd (two variables named `seq`) 
  * **Expected**: compile error reported
  * **Actual**: No output
5. Run project
  * **Expected**: compile error reported
  * **Actual**: Script does not inherit from Node: res://thetrouble.gd.
6. Add valid code to thetrouble.gd (assign a value to `seq`) 
  * **Expected**: compile error reported
  * **Actual**: No output

Note: If you mix up steps 2 and 3, the issue will not occur.

Workaround: Edit Autoloads and disable and re-enable thetrouble's autoload state and error messages appear. New errors even appear after this point.

### Minimal reproduction project

[repro.zip](https://github.com/godotengine/godot/files/11747339/repro.zip)

if (globals.has(p_name)) {
		
		global_array.write[globals[p_name]] = p_value;
		return;
	}
	globals[p_name] = global_array.size();
	global_array.push_back(p_value);
	_global_array = global_array.ptrw();
}
void GDScriptLanguage::add_global_constant(const StringName &p_variable, const Variant &p_value) {
	_add_global(p_variable, p_value);
}
void GDScriptLanguage::add_named_global_constant(const StringName &p_name, const Variant &p_value) {
	named_globals[p_name] = p_value;
}
Variant GDScriptLanguage::get_any_global_constant(const StringName &p_name) {
	if (named_globals.has(p_name)) {
		return named_globals[p_name];
	}
	if (globals.has(p_name)) {
		return _global_array[globals[p_name]];
	}
	ERR_FAIL_V_MSG(Variant(), vformat("Could not find any global constant with name: %s.", p_name));
}
void GDScriptLanguage::remove_named_global_constant(const StringName &p_name) {
	ERR_FAIL_COND(!named_globals.has(p_name));
	named_globals.erase(p_name);
}
void GDScriptLanguage::init() {