### 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)

return script;
}
ScriptLanguage *GDScriptInstance::get_language() {
	return GDScriptLanguage::get_singleton();
}
const Variant GDScriptInstance::get_rpc_config() const {
	return script->get_rpc_config();
}
void GDScriptInstance::reload_members() {
#ifdef DEBUG_ENABLED
	Vector<Variant> new_members;
	new_members.resize(script->member_indices.size());
	
	for (KeyValue<StringName, GDScript::MemberInfo> &E : script->member_indices) {
		if (member_indices_cache.has(E.key)) {
			Variant value = members[member_indices_cache[E.key]];
			new_members.write[E.value.index] = value;
		}
	}
	members.resize(new_members.size()); 
	
	members = new_members;
	
	member_indices_cache.clear();
	for (const KeyValue<StringName, GDScript::MemberInfo> &E : script->member_indices) {
		member_indices_cache[E.key] = E.value.index;
	}
#endif
}
GDScriptInstance::GDScriptInstance() {