### 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
#else
	return false;
#endif
}
void GDScript::update_exports() {
#ifdef TOOLS_ENABLED
	bool cyclic_error = false;
	_update_exports(&cyclic_error);
	if (cyclic_error) {
		return;
	}
	HashSet<ObjectID> copy = inheriters_cache; 
	for (const ObjectID &E : copy) {
		Object *id = ObjectDB::get_instance(E);
		GDScript *s = Object::cast_to<GDScript>(id);
		if (!s) {
			continue;
		}
		s->update_exports();
	}
#endif
}
String GDScript::_get_debug_path() const {
	if (is_built_in() && !get_name().is_empty()) {
		return vformat("%s(%s)", get_name(), get_script_path());
	} else {
		return get_script_path();
	}
}
Error GDScript::reload(bool p_keep_state) {