### 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 OK;
}
void GDScriptLanguage::finish() {
	if (_call_stack) {
		memdelete_arr(_call_stack);
		_call_stack = nullptr;
	}
	
	GDScriptCache::clear();
	
	
	SelfList<GDScript> *s = script_list.first();
	while (s) {
		
		
		
		
		
		Ref<GDScript> scr = s->self();
		if (scr.is_valid()) {
			for (KeyValue<StringName, GDScriptFunction *> &E : scr->member_functions) {
				GDScriptFunction *func = E.value;
				for (int i = 0; i < func->argument_types.size(); i++) {
					func->argument_types.write[i].script_type_ref = Ref<Script>();
				}
				func->return_type.script_type_ref = Ref<Script>();
			}