### Godot version

Godot 4.1 Release Candidate 1

### System information

Godot v4.1.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.1694) - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)

### Issue description

Godot 4.1 RC1 does not update the [Export]ed members or the name of a type/class in inspector when
- ... creating a new class.cs file that inherits from node/resource
- ... renaming a class from A.cs to B.cs
- ... removing and adding the class to a Node/Resource
- ... adding enum values to an existing enum (doesnt matter if its [Flags])
- ... adding/removing [Export] on any member variable
- ... (and probably more use cases)
![image](https://github.com/godotengine/godot/assets/45302427/d11a515e-47b6-40a8-af81-670407bfda1a)

It only works when Project > "Reload Current Project"
![image](https://github.com/godotengine/godot/assets/45302427/8de25a6f-d851-4d58-881b-673060d89741)


### Steps to reproduce

Create a new .cs file that inherits from a Node or Resource 
Assign it a Node/Resource
Add any sort of variables to the .cs file
Add the [Export] attribute to these variables/members
Build the Code using Alt+B
Watch what happens in the inspector: Nothing!
If nothing happens: Project > Reload Current Project

Test Project attached below

### Minimal reproduction project

[inspector-update-fails.zip](https://github.com/godotengine/godot/files/11886640/inspector-update-fails.zip)

int32_t interop_funcs_size = 0;
	const void **interop_funcs = godotsharp::get_editor_interop_funcs(interop_funcs_size);
	Object *editor_plugin_obj = GDMono::get_singleton()->get_plugin_callbacks().LoadToolsAssemblyCallback(
			GodotSharpDirs::get_data_editor_tools_dir().path_join("GodotTools.dll").utf16(),
			interop_funcs, interop_funcs_size);
	CRASH_COND(editor_plugin_obj == nullptr);
	EditorPlugin *godotsharp_editor = Object::cast_to<EditorPlugin>(editor_plugin_obj);
	CRASH_COND(godotsharp_editor == nullptr);
	
	EditorNode::add_editor_plugin(godotsharp_editor);
	ED_SHORTCUT("mono/build_solution", TTR("Build Solution"), KeyModifierMask::ALT | Key::B);
	ED_SHORTCUT_OVERRIDE("mono/build_solution", "macos", KeyModifierMask::META | KeyModifierMask::CTRL | Key::B);
	godotsharp_editor->enable_plugin();
	get_singleton()->godotsharp_editor = godotsharp_editor;
}
#endif
void CSharpLanguage::set_language_index(int p_idx) {
	ERR_FAIL_COND(lang_idx != -1);
	lang_idx = p_idx;
}
void CSharpLanguage::release_script_gchandle(MonoGCHandleData &p_gchandle) {
	if (!p_gchandle.is_released()) { 
		MutexLock lock(get_singleton()->script_gchandle_release_mutex);
		p_gchandle.release();
	}
}
void CSharpLanguage::release_script_gchandle_thread_safe(GCHandleIntPtr p_gchandle_to_free, MonoGCHandleData &r_gchandle) {