### 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 *sptr = script.ptr();
	List<PropertyInfo> props;
	while (sptr) {
		HashMap<StringName, GDScriptFunction *>::ConstIterator E = sptr->member_functions.find(GDScriptLanguage::get_singleton()->strings._get_property_list);
		if (E) {
			Callable::CallError err;
			Variant ret = const_cast<GDScriptFunction *>(E->value)->call(const_cast<GDScriptInstance *>(this), nullptr, 0, err);
			if (err.error == Callable::CallError::CALL_OK) {
				ERR_FAIL_COND_MSG(ret.get_type() != Variant::ARRAY, "Wrong type for _get_property_list, must be an array of dictionaries.");
				Array arr = ret;
				for (int i = 0; i < arr.size(); i++) {
					Dictionary d = arr[i];
					ERR_CONTINUE(!d.has("name"));
					ERR_CONTINUE(!d.has("type"));
					PropertyInfo pinfo;
					pinfo.type = Variant::Type(d["type"].operator int());
					ERR_CONTINUE(pinfo.type < 0 || pinfo.type >= Variant::VARIANT_MAX);