### 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 {
				for (List<Pair<StringName, Variant>>::Element *G = saved_state.front(); G; G = G->next()) {
					script_inst->set(G->get().first, G->get().second);
				}
			}
			scr->pending_reload_state.erase(obj->get_instance_id()); 
		}
		
	}
#endif
}
void GDScriptLanguage::frame() {
	calls = 0;
#ifdef DEBUG_ENABLED
	if (profiling) {
		MutexLock lock(this->mutex);
		SelfList<GDScriptFunction> *elem = function_list.first();
		while (elem) {
			elem->self()->profile.last_frame_call_count = elem->self()->profile.frame_call_count;
			elem->self()->profile.last_frame_self_time = elem->self()->profile.frame_self_time;
			elem->self()->profile.last_frame_total_time = elem->self()->profile.frame_total_time;
			elem->self()->profile.frame_call_count = 0;
			elem->self()->profile.frame_self_time = 0;
			elem->self()->profile.frame_total_time = 0;
			elem = elem->next();
		}
	}
#endif
}
void GDScriptLanguage::get_reserved_words(List<String> *p_words) const {