### 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
{
		HashMap<StringName, GDScript::MemberInfo>::Iterator E = script->member_indices.find(p_name);
		if (E) {
			const GDScript::MemberInfo *member = &E->value;
			if (member->setter) {
				const Variant *val = &p_value;
				Callable::CallError err;
				callp(member->setter, &val, 1, err);
				if (err.error == Callable::CallError::CALL_OK) {
					return true; 
				} else {
					return false;
				}
			} else {
				if (member->data_type.has_type) {
					if (member->data_type.builtin_type == Variant::ARRAY && member->data_type.has_container_element_type()) {
						
						if (p_value.get_type() == Variant::ARRAY) {
							return VariantInternal::get_array(&members.write[member->index])->typed_assign(p_value);
						} else {
							return false;
						}
					} else if (!member->data_type.is_type(p_value)) {
						
						Callable::CallError ce;
						const Variant *value = &p_value;
						Variant converted;
						Variant::construct(member->data_type.builtin_type, converted, &value, 1, ce);