### 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
#ifdef TOOLS_ENABLED
	static Vector<GDScript *> base_caches;
	if (!p_recursive_call) {
		base_caches.clear();
	}
	base_caches.append(this);
	bool changed = false;
	if (source_changed_cache) {
		source_changed_cache = false;
		changed = true;
		String basedir = path;
		if (basedir.is_empty()) {
			basedir = get_path();
		}
		if (!basedir.is_empty()) {
			basedir = basedir.get_base_dir();
		}
		GDScriptParser parser;
		GDScriptAnalyzer analyzer(&parser);
		Error err = parser.parse(source, path, false);
		if (err == OK && analyzer.analyze() == OK) {
			const GDScriptParser::ClassNode *c = parser.get_tree();
			if (base_cache.is_valid()) {
				base_cache->inheriters_cache.erase(get_instance_id());
				base_cache = Ref<GDScript>();
			}