### 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
Object *obj = p_variant;
	if (obj == nullptr || obj->get_instance_id().is_null()) {
		return nullptr;
	}
	return Object::cast_to<GDScript>(obj);
}
void GDScript::_get_dependencies(RBSet<GDScript *> &p_dependencies, const GDScript *p_except) {
	if (p_dependencies.has(this)) {
		return;
	}
	p_dependencies.insert(this);
	for (const KeyValue<StringName, GDScriptFunction *> &E : member_functions) {
		if (E.value == nullptr) {
			continue;
		}
		for (const Variant &V : E.value->constants) {
			GDScript *scr = _get_gdscript_from_variant(V);
			if (scr != nullptr && scr != p_except) {
				scr->_get_dependencies(p_dependencies, p_except);
			}
		}