### 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 = script.ptr();
	while (sptr) {
		{
			HashMap<StringName, GDScript::MemberInfo>::ConstIterator E = script->member_indices.find(p_name);
			if (E) {
				if (E->value.getter) {
					Callable::CallError err;
					r_ret = const_cast<GDScriptInstance *>(this)->callp(E->value.getter, nullptr, 0, err);
					if (err.error == Callable::CallError::CALL_OK) {
						return true;
					}
				}
				r_ret = members[E->value.index];
				return true; 
			}
		}
		{
			const GDScript *sl = sptr;
			while (sl) {
				HashMap<StringName, Variant>::ConstIterator E = sl->constants.find(p_name);
				if (E) {
					r_ret = E->value;
					return true; 
				}
				sl = sl->_base;
			}
		}
		{