### 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)

"break",
		"continue",
		"if",
		"elif",
		"else",
		"for",
		"pass",
		"return",
		"match",
		"while",
		
		
		"trait",
		"namespace",
		"yield",
		nullptr
	};
	const char **w = _reserved_words;
	while (*w) {
		p_words->push_back(*w);
		w++;
	}
	List<StringName> functions;
	GDScriptUtilityFunctions::get_function_list(&functions);
	for (const StringName &E : functions) {
		p_words->push_back(String(E));
	}
}
bool GDScriptLanguage::is_control_flow_keyword(String p_keyword) const {