### 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)

#ifdef TOOLS_ENABLED
	static Vector<GDScript *> base_caches;
	if (!p_recursive_call) {
		base_caches.clear();
	}
	base_caches.append(this);
	bool changed = false;
	if (source_changed_cache) {
		source_changed_cache = false;
		changed = true;
		String basedir = path;
		if (basedir.is_empty()) {
			basedir = get_path();
		}
		if (!basedir.is_empty()) {
			basedir = basedir.get_base_dir();
		}
		GDScriptParser parser;
		GDScriptAnalyzer analyzer(&parser);
		Error err = parser.parse(source, path, false);
		if (err == OK && analyzer.analyze() == OK) {
			const GDScriptParser::ClassNode *c = parser.get_tree();
			if (base_cache.is_valid()) {
				base_cache->inheriters_cache.erase(get_instance_id());
				base_cache = Ref<GDScript>();
			}
			GDScriptParser::DataType base_type = parser.get_tree()->base_type;