### 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 (inner_class->identifier->name == extend_classes[0]) {
										extend_classes.remove_at(0);
										found = true;
										subclass = inner_class;
										break;
									}
								}
								if (!found) {
									subclass = nullptr;
									break;
								}
							}
						}
					} else if (subclass->extends.size() == 1) {
						*r_base_type = subclass->extends[0];
						subclass = nullptr;
					} else {
						break;
					}
				} else {
					*r_base_type = "RefCounted";
					subclass = nullptr;
				}
			}
		}
		return c->identifier != nullptr ? String(c->identifier->name) : String();
	}
	return String();
}
GDScriptLanguage::GDScriptLanguage() {