### 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
if (_base) {
		return Ref<GDScript>(_base);
	} else {
		return Ref<Script>();
	}
}
StringName GDScript::get_instance_base_type() const {
	if (native.is_valid()) {
		return native->get_name();
	}
	if (base.is_valid() && base->is_valid()) {
		return base->get_instance_base_type();
	}
	return StringName();
}
struct _GDScriptMemberSort {
	int index = 0;
	StringName name;
	_FORCE_INLINE_ bool operator<(const _GDScriptMemberSort &p_member) const { return index < p_member.index; }
};
#ifdef TOOLS_ENABLED
void GDScript::_placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {
	placeholders.erase(p_placeholder);
}
#endif
void GDScript::_get_script_method_list(List<MethodInfo> *r_list, bool p_include_base) const {