### 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)

err = parser.parse(source, p_path, false);
	const GDScriptParser::ClassNode *c = parser.get_tree();
	if (!c) {
		return String(); 
	}
	/* **WARNING**
	 *
	 * This function is written with the goal to be *extremely* error tolerant, as such
	 * it should meet the following requirements:
	 *
	 * - It must not rely on the analyzer (in fact, the analyzer must not be used here),
	 *   because at the time global classes are parsed, the dependencies may not be present
	 *   yet, hence the function will fail (which is unintended).
	 * - It must not fail even if the parsing fails, because even if the file is broken,
	 *   it should attempt its best to retrieve the inheritance metadata.
	 *
	 * Before changing this function, please ask the current maintainer of EditorFileSystem.
	 */
	if (r_icon_path) {
		if (c->icon_path.is_empty() || c->icon_path.is_absolute_path()) {
			*r_icon_path = c->icon_path.simplify_path();
		} else if (c->icon_path.is_relative_path()) {
			*r_icon_path = p_path.get_base_dir().path_join(c->icon_path).simplify_path();
		}
	}
	if (r_base_type) {
		const GDScriptParser::ClassNode *subclass = c;
		String path = p_path;
		GDScriptParser subparser;
		while (subclass) {