### 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
if (clearing) {
		return;
	}
	clearing = true;
	GDScript::ClearData data;
	GDScript::ClearData *clear_data = p_clear_data;
	bool is_root = false;
	
	
	if (clear_data == nullptr) {
		clear_data = &data;
		is_root = true;
	}
	RBSet<GDScript *> must_clear_dependencies = get_must_clear_dependencies();
	for (GDScript *E : must_clear_dependencies) {
		clear_data->scripts.insert(E);
		E->clear(clear_data);
	}
	for (const KeyValue<StringName, GDScriptFunction *> &E : member_functions) {
		clear_data->functions.insert(E.value);
	}
	member_functions.clear();
	for (KeyValue<StringName, GDScript::MemberInfo> &E : member_indices) {
		clear_data->scripts.insert(E.value.data_type.script_type_ref);
		E.value.data_type.script_type_ref = Ref<Script>();
	}
	if (implicit_initializer) {