### 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
pinfo.name = d["name"];
					ERR_CONTINUE(pinfo.name.is_empty());
					if (d.has("hint")) {
						pinfo.hint = PropertyHint(d["hint"].operator int());
					}
					if (d.has("hint_string")) {
						pinfo.hint_string = d["hint_string"];
					}
					if (d.has("usage")) {
						pinfo.usage = d["usage"];
					}
					if (d.has("class_name")) {
						pinfo.class_name = d["class_name"];
					}
					props.push_back(pinfo);
				}
			}
		}
		
		Vector<_GDScriptMemberSort> msort;
		for (const KeyValue<StringName, PropertyInfo> &F : sptr->member_info) {
			_GDScriptMemberSort ms;
			ERR_CONTINUE(!sptr->member_indices.has(F.key));
			ms.index = sptr->member_indices[F.key].index;
			ms.name = F.key;
			msort.push_back(ms);
		}
		msort.sort();
		msort.reverse();
		for (int i = 0; i < msort.size(); i++) {