### 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)

{ Variant::INT, "long" },
		{ Variant::VECTOR2, "Vector2" },
		{ Variant::VECTOR2I, "Vector2I" },
		{ Variant::RECT2, "Rect2" },
		{ Variant::RECT2I, "Rect2I" },
		{ Variant::VECTOR3, "Vector3" },
		{ Variant::VECTOR3I, "Vector3I" },
		{ Variant::TRANSFORM2D, "Transform2D" },
		{ Variant::VECTOR4, "Vector4" },
		{ Variant::VECTOR4I, "Vector4I" },
		{ Variant::PLANE, "Plane" },
		{ Variant::QUATERNION, "Quaternion" },
		{ Variant::AABB, "Aabb" },
		{ Variant::BASIS, "Basis" },
		{ Variant::TRANSFORM3D, "Transform3D" },
		{ Variant::PROJECTION, "Projection" },
		{ Variant::COLOR, "Color" },
		{ Variant::STRING_NAME, "StringName" },
		{ Variant::NODE_PATH, "NodePath" },
		{ Variant::RID, "Rid" },
		{ Variant::CALLABLE, "Callable" },
	};
	for (unsigned int i = 0; i < sizeof(var_types) / sizeof(VariantCsName); i++) {
		if (p_var_type_name == Variant::get_type_name(var_types[i].variant_type)) {
			return var_types[i].cs_type;
		}
	}
	return "Variant";
}
String CSharpLanguage::make_function(const String &, const String &p_name, const PackedStringArray &p_args) const {