### 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
return member_functions;
}
StringName GDScript::debug_get_member_by_index(int p_idx) const {
	for (const KeyValue<StringName, MemberInfo> &E : member_indices) {
		if (E.value.index == p_idx) {
			return E.key;
		}
	}
	return "<error>";
}
Ref<GDScript> GDScript::get_base() const {
	return base;
}
bool GDScript::inherits_script(const Ref<Script> &p_script) const {
	Ref<GDScript> gd = p_script;
	if (gd.is_null()) {
		return false;
	}
	const GDScript *s = this;
	while (s) {
		if (s == p_script.ptr()) {
			return true;
		}
		s = s->_base;
	}
	return false;
}
GDScript *GDScript::find_class(const String &p_qualified_name) {