### 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)

const GDScript *sptr = this;
	List<PropertyInfo> props;
	while (sptr) {
		Vector<_GDScriptMemberSort> msort;
		for (const KeyValue<StringName, PropertyInfo> &E : sptr->member_info) {
			_GDScriptMemberSort ms;
			ERR_CONTINUE(!sptr->member_indices.has(E.key));
			ms.index = sptr->member_indices[E.key].index;
			ms.name = E.key;
			msort.push_back(ms);
		}
		msort.sort();
		msort.reverse();
		for (int i = 0; i < msort.size(); i++) {
			props.push_front(sptr->member_info[msort[i].name]);
		}
#ifdef TOOLS_ENABLED
		r_list->push_back(sptr->get_class_category());
#endif 
		for (const PropertyInfo &E : props) {
			r_list->push_back(E);
		}
		if (!p_include_base) {
			break;
		}
		props.clear();
		sptr = sptr->_base;
	}
}
void GDScript::get_script_property_list(List<PropertyInfo> *r_list) const {