### 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
_get_script_signal_list(r_signals, true);
}
String GDScript::_get_gdscript_reference_class_name(const GDScript *p_gdscript) {
	ERR_FAIL_NULL_V(p_gdscript, String());
	String class_name;
	while (p_gdscript) {
		if (class_name.is_empty()) {
			class_name = p_gdscript->get_script_class_name();
		} else {
			class_name = p_gdscript->get_script_class_name() + "." + class_name;
		}
		p_gdscript = p_gdscript->_owner;
	}
	return class_name;
}
GDScript *GDScript::_get_gdscript_from_variant(const Variant &p_variant) {