### 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)

GLOBAL_DEF("debug/gdscript/warnings/enable", true);
	GLOBAL_DEF("debug/gdscript/warnings/exclude_addons", true);
	for (int i = 0; i < (int)GDScriptWarning::WARNING_MAX; i++) {
		GDScriptWarning::Code code = (GDScriptWarning::Code)i;
		Variant default_enabled = GDScriptWarning::get_default_value(code);
		String path = GDScriptWarning::get_settings_path_from_code(code);
		GLOBAL_DEF(GDScriptWarning::get_property_info(code), default_enabled);
	}
#endif 
}
GDScriptLanguage::~GDScriptLanguage() {
	singleton = nullptr;
}
void GDScriptLanguage::add_orphan_subclass(const String &p_qualified_name, const ObjectID &p_subclass) {
	orphan_subclasses[p_qualified_name] = p_subclass;
}
Ref<GDScript> GDScriptLanguage::get_orphan_subclass(const String &p_qualified_name) {
	HashMap<String, ObjectID>::Iterator orphan_subclass_element = orphan_subclasses.find(p_qualified_name);
	if (!orphan_subclass_element) {
		return Ref<GDScript>();
	}
	ObjectID orphan_subclass = orphan_subclass_element->value;
	Object *obj = ObjectDB::get_instance(orphan_subclass);
	orphan_subclasses.remove(orphan_subclass_element);
	if (!obj) {
		return Ref<GDScript>();
	}
	return Ref<GDScript>(Object::cast_to<GDScript>(obj));
}
Ref<GDScript> GDScriptLanguage::get_script_by_fully_qualified_name(const String &p_name) {