### Godot version

v4.2.rc.mono.custom_build [ad72de508]

### System information

Windows 10

### Issue description

As I pointed out several times earlier in [#80284](https://github.com/godotengine/godot/pull/80284#issuecomment-1722120503), the references to singletons in `GDScript` are still not updated after the `GDExtension` reload.

https://github.com/godotengine/godot/assets/7782218/f90052a5-0de2-4310-8235-f0b9e2f74b3a

Singletons themselves are updated and work correctly, but references to these singletons are not updated in `@tool` scripts. That is, `Engine.get_singleton` returns the actual working reference, but using the singleton directly through its name causes errors.

### Steps to reproduce

* Clone `4.2.reload_singleton` branch from the MRP repository https://github.com/DmitriySalnikov/gde_test_cases/tree/4.2.reload_singleton
* Build as usual
* Open the project from the `project/` folder
* Add one character to the source code and rebuild
* Focus on the editor to reload extension
* Watch for error spam when calling by singleton name

### Minimal reproduction project

https://github.com/DmitriySalnikov/gde_test_cases/tree/4.2.reload_singleton
if (script->member_indices.has(p_name)) {
		if (r_is_valid) {
			*r_is_valid = true;
		}
		return script->member_indices[p_name].property_info.type;
	}
	if (r_is_valid) {
		*r_is_valid = false;
	}
	return Variant::NIL;
}
void GDScriptInstance::validate_property(PropertyInfo &p_property) const {
	Variant property = (Dictionary)p_property;
	const Variant *args[1] = { &property };
	const GDScript *sptr = script.ptr();
	while (sptr) {
		HashMap<StringName, GDScriptFunction *>::ConstIterator E = sptr->member_functions.find(GDScriptLanguage::get_singleton()->strings._validate_property);
		if (E) {
			Callable::CallError err;
			Variant ret = E->value->call(const_cast<GDScriptInstance *>(this), args, 1, err);
			if (err.error == Callable::CallError::CALL_OK) {
				p_property = PropertyInfo::from_dict(property);
				return;
			}
		}
		sptr = sptr->_base;
	}
}
void GDScriptInstance::get_property_list(List<PropertyInfo> *p_properties) const {