### 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)

#ifdef TOOLS_ENABLED
	PlaceHolderScriptInstance *si = memnew(PlaceHolderScriptInstance(GDScriptLanguage::get_singleton(), Ref<Script>(this), p_this));
	placeholders.insert(si);
	_update_exports(nullptr, false, si);
	return si;
#else
	return nullptr;
#endif
}
bool GDScript::instance_has(const Object *p_this) const {
	MutexLock lock(GDScriptLanguage::singleton->mutex);
	return instances.has((Object *)p_this);
}
bool GDScript::has_source_code() const {
	return !source.is_empty();
}
String GDScript::get_source_code() const {
	return source;
}
void GDScript::set_source_code(const String &p_code) {
	if (source == p_code) {
		return;
	}
	source = p_code;
#ifdef TOOLS_ENABLED
	source_changed_cache = true;
#endif
}
#ifdef TOOLS_ENABLED
void GDScript::_update_exports_values(HashMap<StringName, Variant> &values, List<PropertyInfo> &propnames) {