### Godot version

4.0.beta10

### System information

Windows 11

### Issue description
UPDATE: This problem only occurs when the source code contains inner classes

Before 4.0.Beta9, I could get a GDScript instance by `GDScript.new()` and then set the `source_code` property and then `reload()`, but now it throws an error 
```
USER SCRIPT ERROR: Parse Error: Could not find script "".
   at: GDScript::reload (built-in:1644)
```
In my software, I use the above method when the user modifies the code text, and then read the godot log to implement real-time error checking of the custom user script editor. But now this functionality is completely broken

### Steps to reproduce

1. Create a GDScript instance by `GDScript.new()`
2. set the `source_code` property and then `reload()`

### Minimal reproduction project

N/A
}
		if (!is_enum && doc_enums.has("@unnamed_enums")) {
			for (int i = 0; i < doc_enums["@unnamed_enums"].values.size(); i++) {
				if (E.key == doc_enums["@unnamed_enums"].values[i].name) {
					is_enum = true;
					DocData::ConstantDoc constant_doc;
					constant_doc.enumeration = "@unnamed_enums";
					DocData::constant_doc_from_variant(constant_doc, E.key, E.value, doc_enums["@unnamed_enums"].values[i].description);
					doc.constants.push_back(constant_doc);
					break;
				}
			}
		}
		if (!is_enum) {
			DocData::ConstantDoc constant_doc;
			String const_description;
			if (doc_constants.has(E.key)) {
				const_description = doc_constants[E.key];
			}
			DocData::constant_doc_from_variant(constant_doc, E.key, E.value, const_description);
			doc.constants.push_back(constant_doc);
		}
	}
	for (KeyValue<StringName, Ref<GDScript>> &E : subclasses) {
		E.value->_update_doc();
	}
	_add_doc(doc);
}
#endif
bool GDScript::_update_exports(bool *r_err, bool p_recursive_call, PlaceHolderScriptInstance *p_instance_to_update) {