### 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)

} else {
				top->static_variables.write[member->index] = value;
				return true;
			}
		}
		top = top->_base;
	}
	return false;
}
void GDScript::_get_property_list(List<PropertyInfo> *p_properties) const {
	p_properties->push_back(PropertyInfo(Variant::STRING, "script/source", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
	List<PropertyInfo> property_list;
	const GDScript *top = this;
	while (top) {
		for (const KeyValue<StringName, MemberInfo> &E : top->static_variables_indices) {
			PropertyInfo pi = PropertyInfo(E.value.data_type);
			pi.name = E.key;
			pi.usage |= PROPERTY_USAGE_SCRIPT_VARIABLE; 
			property_list.push_back(pi);
		}
		top = top->_base;
	}
	for (const List<PropertyInfo>::Element *E = property_list.back(); E; E = E->prev()) {
		p_properties->push_back(E->get());
	}
}
void GDScript::_bind_methods() {
	ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &GDScript::_new, MethodInfo("new"));
}
void GDScript::set_path(const String &p_path, bool p_take_over) {