### 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
const GDScript *sptr = this;
	List<PropertyInfo> props;
	while (sptr) {
		Vector<_GDScriptMemberSort> msort;
		for (const KeyValue<StringName, PropertyInfo> &E : sptr->member_info) {
			_GDScriptMemberSort ms;
			ERR_CONTINUE(!sptr->member_indices.has(E.key));
			ms.index = sptr->member_indices[E.key].index;
			ms.name = E.key;
			msort.push_back(ms);
		}
		msort.sort();
		msort.reverse();
		for (int i = 0; i < msort.size(); i++) {
			props.push_front(sptr->member_info[msort[i].name]);
		}
#ifdef TOOLS_ENABLED
		r_list->push_back(sptr->get_class_category());
#endif 
		for (const PropertyInfo &E : props) {
			r_list->push_back(E);
		}
		props.clear();
		if (!p_include_base) {
			break;
		}
		sptr = sptr->_base;
	}
}
void GDScript::get_script_property_list(List<PropertyInfo> *r_list) const {