### 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
Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ, &err);
	if (err) {
		const char *err_name;
		if (err < 0 || err >= ERR_MAX) {
			err_name = "(invalid error code)";
		} else {
			err_name = error_names[err];
		}
		ERR_FAIL_COND_V_MSG(err, err, "Attempt to open script '" + p_path + "' resulted in error '" + err_name + "'.");
	}
	uint64_t len = f->get_length();
	sourcef.resize(len + 1);
	uint8_t *w = sourcef.ptrw();
	uint64_t r = f->get_buffer(w, len);
	ERR_FAIL_COND_V(r != len, ERR_CANT_OPEN);
	w[len] = 0;
	String s;
	if (s.parse_utf8((const char *)w) != OK) {
		ERR_FAIL_V_MSG(ERR_INVALID_DATA, "Script '" + p_path + "' contains invalid unicode (UTF-8), so it was not loaded. Please ensure that scripts are saved in valid UTF-8 unicode.");
	}
	source = s;
	path = p_path;
#ifdef TOOLS_ENABLED
	source_changed_cache = true;
	set_edited(false);
	set_last_modified_time(FileAccess::get_modified_time(path));
#endif 
	return OK;
}
const HashMap<StringName, GDScriptFunction *> &GDScript::debug_get_member_functions() const {