### 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)

return ERR_PARSE_ERROR;
	}
	GDScriptAnalyzer analyzer(&parser);
	err = analyzer.analyze();
	if (err) {
		if (EngineDebugger::is_active()) {
			GDScriptLanguage::get_singleton()->debug_break_parse(_get_debug_path(), parser.get_errors().front()->get().line, "Parser Error: " + parser.get_errors().front()->get().message);
		}
		const List<GDScriptParser::ParserError>::Element *e = parser.get_errors().front();
		while (e != nullptr) {
			_err_print_error("GDScript::reload", path.is_empty() ? "built-in" : (const char *)path.utf8().get_data(), e->get().line, ("Parse Error: " + e->get().message).utf8().get_data(), false, ERR_HANDLER_SCRIPT);
			e = e->next();
		}
		reloading = false;
		return ERR_PARSE_ERROR;
	}
	can_run = ScriptServer::is_scripting_enabled() || parser.is_tool();
	GDScriptCompiler compiler;
	err = compiler.compile(&parser, this, p_keep_state);
	if (err) {
		if (can_run) {
			if (EngineDebugger::is_active()) {
				GDScriptLanguage::get_singleton()->debug_break_parse(_get_debug_path(), compiler.get_error_line(), "Parser Error: " + compiler.get_error());
			}
			_err_print_error("GDScript::reload", path.is_empty() ? "built-in" : (const char *)path.utf8().get_data(), compiler.get_error_line(), ("Compile Error: " + compiler.get_error()).utf8().get_data(), false, ERR_HANDLER_SCRIPT);
			reloading = false;
			return ERR_COMPILATION_FAILED;
		} else {
			reloading = false;
			return err;