### 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
for (KeyValue<StringName, GDScript::MemberInfo> &E : scr->member_indices) {
				E.value.data_type.script_type_ref = Ref<Script>();
			}
			
			
			scr->clear();
		}
		s = s->next();
	}
}
void GDScriptLanguage::profiling_start() {
#ifdef DEBUG_ENABLED
	MutexLock lock(this->mutex);
	SelfList<GDScriptFunction> *elem = function_list.first();
	while (elem) {
		elem->self()->profile.call_count = 0;
		elem->self()->profile.self_time = 0;
		elem->self()->profile.total_time = 0;
		elem->self()->profile.frame_call_count = 0;
		elem->self()->profile.frame_self_time = 0;
		elem->self()->profile.frame_total_time = 0;
		elem->self()->profile.last_frame_call_count = 0;
		elem->self()->profile.last_frame_self_time = 0;
		elem->self()->profile.last_frame_total_time = 0;
		elem = elem->next();
	}
	profiling = true;
#endif
}
void GDScriptLanguage::profiling_stop() {