### 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
owner = nullptr;
	base_ref_counted = false;
}
GDScriptInstance::~GDScriptInstance() {
	MutexLock lock(GDScriptLanguage::get_singleton()->mutex);
	while (SelfList<GDScriptFunctionState> *E = pending_func_states.first()) {
		
		
		pending_func_states.remove(E);
		E->self()->_clear_stack();
	}
	if (script.is_valid() && owner) {
		script->instances.erase(owner);
	}
}
GDScriptLanguage *GDScriptLanguage::singleton = nullptr;
String GDScriptLanguage::get_name() const {
	return "GDScript";
}
void GDScriptLanguage::_add_global(const StringName &p_name, const Variant &p_value) {