### 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
_super_implicit_constructor(this, instance, r_error);
	if (r_error.error != Callable::CallError::CALL_OK) {
		instance->script = Ref<GDScript>();
		instance->owner->set_script_instance(nullptr);
		{
			MutexLock lock(GDScriptLanguage::singleton->mutex);
			instances.erase(p_owner);
		}
		ERR_FAIL_V_MSG(nullptr, "Error constructing a GDScriptInstance.");
	}
	if (p_argcount < 0) {
		return instance;
	}
	initializer = _super_constructor(this);
	if (initializer != nullptr) {
		initializer->call(instance, p_args, p_argcount, r_error);
		if (r_error.error != Callable::CallError::CALL_OK) {
			instance->script = Ref<GDScript>();
			instance->owner->set_script_instance(nullptr);
			{
				MutexLock lock(GDScriptLanguage::singleton->mutex);
				instances.erase(p_owner);
			}
			ERR_FAIL_V_MSG(nullptr, "Error constructing a GDScriptInstance.");
		}
	}
	
	return instance;
}
Variant GDScript::_new(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {