### 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 (const KeyValue<StringName, Vector<StringName>> &E : _signals) {
		MethodInfo mi;
		mi.name = E.key;
		for (int i = 0; i < E.value.size(); i++) {
			PropertyInfo arg;
			arg.name = E.value[i];
			mi.arguments.push_back(arg);
		}
		r_list->push_back(mi);
	}
	if (!p_include_base) {
		return;
	}
	if (base.is_valid()) {
		base->get_script_signal_list(r_list);
	}
#ifdef TOOLS_ENABLED
	else if (base_cache.is_valid()) {
		base_cache->get_script_signal_list(r_list);
	}
#endif
}
void GDScript::get_script_signal_list(List<MethodInfo> *r_signals) const {