### 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
for (const KeyValue<StringName, Variant> &E : member_default_values_cache) {
		values[E.key] = E.value;
	}
	for (const PropertyInfo &E : members_cache) {
		propnames.push_back(E);
	}
	if (base_cache.is_valid()) {
		base_cache->_update_exports_values(values, propnames);
	}
}
void GDScript::_add_doc(const DocData::ClassDoc &p_inner_class) {
	if (_owner) {
		_owner->_add_doc(p_inner_class);
	} else {
		for (int i = 0; i < docs.size(); i++) {
			if (docs[i].name == p_inner_class.name) {
				docs.remove_at(i);
				break;
			}
		}
		docs.append(p_inner_class);
	}
}
void GDScript::_clear_doc() {