### Godot version

Godot 4.1 Release Candidate 1

### System information

Godot v4.1.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.1694) - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)

### Issue description

Godot 4.1 RC1 does not update the [Export]ed members or the name of a type/class in inspector when
- ... creating a new class.cs file that inherits from node/resource
- ... renaming a class from A.cs to B.cs
- ... removing and adding the class to a Node/Resource
- ... adding enum values to an existing enum (doesnt matter if its [Flags])
- ... adding/removing [Export] on any member variable
- ... (and probably more use cases)
![image](https://github.com/godotengine/godot/assets/45302427/d11a515e-47b6-40a8-af81-670407bfda1a)

It only works when Project > "Reload Current Project"
![image](https://github.com/godotengine/godot/assets/45302427/8de25a6f-d851-4d58-881b-673060d89741)


### Steps to reproduce

Create a new .cs file that inherits from a Node or Resource 
Assign it a Node/Resource
Add any sort of variables to the .cs file
Add the [Export] attribute to these variables/members
Build the Code using Alt+B
Watch what happens in the inspector: Nothing!
If nothing happens: Project > Reload Current Project

Test Project attached below

### Minimal reproduction project

[inspector-update-fails.zip](https://github.com/godotengine/godot/files/11886640/inspector-update-fails.zip)

void *binding = p_object->get_instance_binding(get_singleton(), &_instance_binding_callbacks);
	
	
	
	if (binding) {
		CSharpScriptBinding &script_binding = ((RBMap<Object *, CSharpScriptBinding>::Element *)binding)->value();
		if (!script_binding.inited) {
			MutexLock lock(CSharpLanguage::get_singleton()->get_language_bind_mutex());
			if (!script_binding.inited) { 
				CSharpLanguage::get_singleton()->setup_csharp_script_binding(script_binding, p_object);
			}
		}
	}
	return binding;
}
void *CSharpLanguage::get_existing_instance_binding(Object *p_object) {
#ifdef DEBUG_ENABLED
	CRASH_COND(p_object->has_instance_binding(p_object));
#endif
	return p_object->get_instance_binding(get_singleton(), &_instance_binding_callbacks);
}
void CSharpLanguage::set_instance_binding(Object *p_object, void *p_binding) {
	p_object->set_instance_binding(get_singleton(), p_binding, &_instance_binding_callbacks);
}
bool CSharpLanguage::has_instance_binding(Object *p_object) {