### 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)

owner = _baseptr->native->instantiate();
	} else {
		owner = memnew(RefCounted); 
	}
	ERR_FAIL_COND_V_MSG(!owner, Variant(), "Can't inherit from a virtual class.");
	RefCounted *r = Object::cast_to<RefCounted>(owner);
	if (r) {
		ref = Ref<RefCounted>(r);
	}
	GDScriptInstance *instance = _create_instance(p_args, p_argcount, owner, r != nullptr, r_error);
	if (!instance) {
		if (ref.is_null()) {
			memdelete(owner); 
		}
		return Variant();
	}
	if (ref.is_valid()) {
		return ref;
	} else {
		return owner;
	}
}
bool GDScript::can_instantiate() const {
#ifdef TOOLS_ENABLED
	return valid && (tool || ScriptServer::is_scripting_enabled());
#else
	return valid;
#endif
}
Ref<Script> GDScript::get_base_script() const {