### 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
const GDScript *sl = sptr;
			while (sl) {
				HashMap<StringName, Vector<StringName>>::ConstIterator E = sl->_signals.find(p_name);
				if (E) {
					r_ret = Signal(this->owner, E->key);
					return true; 
				}
				sl = sl->_base;
			}
		}
		{
			
			const GDScript *sl = sptr;
			while (sl) {
				HashMap<StringName, GDScriptFunction *>::ConstIterator E = sl->member_functions.find(p_name);
				if (E) {
					if (sptr->rpc_config.has(p_name)) {
						r_ret = Callable(memnew(GDScriptRPCCallable(this->owner, E->key)));
					} else {
						r_ret = Callable(this->owner, E->key);
					}
					return true; 
				}
				sl = sl->_base;
			}
		}
		{
			HashMap<StringName, GDScriptFunction *>::ConstIterator E = sptr->member_functions.find(GDScriptLanguage::get_singleton()->strings._get);
			if (E) {
				Variant name = p_name;