### 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)

if (variable->getter != nullptr) {
					Error err = _parse_setter_getter(p_script, p_class, variable, false);
					if (err) {
						return err;
					}
				}
			}
		}
	}
	{
		
		Error err = OK;
		_parse_function(err, p_script, p_class, nullptr);
		if (err) {
			return err;
		}
	}
	if (p_class->onready_used) {
		
		Error err = OK;
		_parse_function(err, p_script, p_class, nullptr, true);
		if (err) {
			return err;
		}
	}
	if (p_class->has_static_data) {
		Error err = OK;
		GDScriptFunction *func = _make_static_initializer(err, p_script, p_class);
		p_script->static_initializer = func;
		if (err) {