### 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
#include "gdscript.h"
#include <stdint.h>
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/core_constants.h"
#include "core/core_string_names.h"
#include "core/io/file_access.h"
#include "core/io/file_access_encrypted.h"
#include "core/os/os.h"
#include "gdscript_analyzer.h"
#include "gdscript_cache.h"
#include "gdscript_compiler.h"
#include "gdscript_parser.h"
#include "gdscript_rpc_callable.h"
#include "gdscript_warning.h"
#ifdef TESTS_ENABLED
#include "tests/gdscript_test_runner.h"
#endif
#ifdef TOOLS_ENABLED
#include "editor/editor_paths.h"
#endif
GDScriptNativeClass::GDScriptNativeClass(const StringName &p_name) {