### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Win 10

### Issue description

When Autoload scripts have compile errors, the error is not printed to Output. Instead, they fail when Running with an error completely unrelated to what's wrong:

```
USER ERROR: Script does not inherit from Node: res://thetrouble.gd.
   at: start (main/main.cpp:2776)
```

There's no other information. I assume this message is because their failure to compile means they don't get associated as a Node child (related to #75388?)? But I don't understand why they don't have any errors reported. I think it only occurs if they were added to Autoload before they got compiled/used?

I am using an external editor (gvim) and godot's LSP support. That correctly shows the error, but only when I'm editing the broken file which makes it unclear what's wrong. (When I first encountered this problem, I looked at the files, saw they were extending Node2D and didn't understand the problem. It's possible the lsp was failing to show any errors, but it shows errors now.)

### Steps to reproduce

1. New project, add scene
2. Add script "thetrouble.gd"
3. Add thetrouble.gd as an Autoload
4. Add invalid code to thetrouble.gd (two variables named `seq`) 
  * **Expected**: compile error reported
  * **Actual**: No output
5. Run project
  * **Expected**: compile error reported
  * **Actual**: Script does not inherit from Node: res://thetrouble.gd.
6. Add valid code to thetrouble.gd (assign a value to `seq`) 
  * **Expected**: compile error reported
  * **Actual**: No output

Note: If you mix up steps 2 and 3, the issue will not occur.

Workaround: Edit Autoloads and disable and re-enable thetrouble's autoload state and error messages appear. New errors even appear after this point.

### Minimal reproduction project

[repro.zip](https://github.com/godotengine/godot/files/11747339/repro.zip)

Ref<GDScript> sqscr = p_resource;
	ERR_FAIL_COND_V(sqscr.is_null(), ERR_INVALID_PARAMETER);
	String source = sqscr->get_source_code();
	{
		Error err;
		Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
		ERR_FAIL_COND_V_MSG(err, err, "Cannot save GDScript file '" + p_path + "'.");
		file->store_string(source);
		if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
			return ERR_CANT_CREATE;
		}
	}
	if (ScriptServer::is_reload_scripts_on_save_enabled()) {
		GDScriptLanguage::get_singleton()->reload_tool_script(p_resource, true);
	}
	return OK;
}
void ResourceFormatSaverGDScript::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
	if (Object::cast_to<GDScript>(*p_resource)) {
		p_extensions->push_back("gd");
	}
}
bool ResourceFormatSaverGDScript::recognize(const Ref<Resource> &p_resource) const {
	return Object::cast_to<GDScript>(*p_resource) != nullptr;
}