### 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_property_list(r_list, true);
}
bool GDScript::has_method(const StringName &p_method) const {
	return member_functions.has(p_method);
}
MethodInfo GDScript::get_method_info(const StringName &p_method) const {
	HashMap<StringName, GDScriptFunction *>::ConstIterator E = member_functions.find(p_method);
	if (!E) {
		return MethodInfo();
	}
	GDScriptFunction *func = E->value;
	MethodInfo mi;
	mi.name = E->key;
	for (int i = 0; i < func->get_argument_count(); i++) {
		mi.arguments.push_back(func->get_argument_type(i));
	}
	mi.return_val = func->get_return_type();
	return mi;
}
bool GDScript::get_property_default_value(const StringName &p_property, Variant &r_value) const {