### 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 ClassDB::instantiate(name);
}
Variant GDScriptNativeClass::callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	if (p_method == SNAME("new")) {
		
		return Object::callp(p_method, p_args, p_argcount, r_error);
	}
	MethodBind *method = ClassDB::get_method(name, p_method);
	if (method) {
		
		return method->call(nullptr, p_args, p_argcount, r_error);
	}
	r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
	return Variant();
}
GDScriptFunction *GDScript::_super_constructor(GDScript *p_script) {
	if (p_script->initializer) {
		return p_script->initializer;
	} else {
		GDScript *base_src = p_script->_base;
		if (base_src != nullptr) {
			return _super_constructor(base_src);
		} else {
			return nullptr;
		}
	}
}
void GDScript::_super_implicit_constructor(GDScript *p_script, GDScriptInstance *p_instance, Callable::CallError &r_error) {