### 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
}
	}
	for (KeyValue<Ref<GDScript>, HashMap<ObjectID, List<Pair<StringName, Variant>>>> &E : to_reload) {
		Ref<GDScript> scr = E.key;
		scr->reload(p_soft_reload);
		
		for (KeyValue<ObjectID, List<Pair<StringName, Variant>>> &F : E.value) {
			List<Pair<StringName, Variant>> &saved_state = F.value;
			Object *obj = ObjectDB::get_instance(F.key);
			if (!obj) {
				continue;
			}
			if (!p_soft_reload) {
				
				obj->set_script(Variant());
			}
			obj->set_script(scr);
			ScriptInstance *script_inst = obj->get_script_instance();
			if (!script_inst) {
				
				if (!scr->pending_reload_state.has(obj->get_instance_id())) {
					scr->pending_reload_state[obj->get_instance_id()] = saved_state;
				}
				continue;
			}
			if (script_inst->is_placeholder() && scr->is_placeholder_fallback_enabled()) {
				PlaceHolderScriptInstance *placeholder = static_cast<PlaceHolderScriptInstance *>(script_inst);
				for (List<Pair<StringName, Variant>>::Element *G = saved_state.front(); G; G = G->next()) {
					placeholder->property_set_fallback(G->get().first, G->get().second);
				}