### 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
name = p_name;
}
bool GDScriptNativeClass::_get(const StringName &p_name, Variant &r_ret) const {
	bool ok;
	int64_t v = ClassDB::get_integer_constant(name, p_name, &ok);
	if (ok) {
		r_ret = v;
		return true;
	} else {
		return false;
	}
}
void GDScriptNativeClass::_bind_methods() {
	ClassDB::bind_method(D_METHOD("new"), &GDScriptNativeClass::_new);
}
Variant GDScriptNativeClass::_new() {
	Object *o = instantiate();
	ERR_FAIL_COND_V_MSG(!o, Variant(), "Class type: '" + String(name) + "' is not instantiable.");
	RefCounted *rc = Object::cast_to<RefCounted>(o);
	if (rc) {
		return Ref<RefCounted>(rc);
	} else {
		return o;
	}
}
Object *GDScriptNativeClass::instantiate() {