### 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
}
		DocData::PropertyDoc prop_doc;
		DocData::property_doc_from_scriptmemberinfo(prop_doc, scr_member_info);
		doc.properties.push_back(prop_doc);
	}
	List<MethodInfo> signals;
	_get_script_signal_list(&signals, false);
	for (int i = 0; i < signals.size(); i++) {
		DocData::MethodDoc signal_doc;
		if (doc_signals.has(signals[i].name)) {
			DocData::signal_doc_from_methodinfo(signal_doc, signals[i], doc_signals[signals[i].name]);
		} else {
			DocData::signal_doc_from_methodinfo(signal_doc, signals[i], String());
		}
		doc.signals.push_back(signal_doc);
	}
	for (const KeyValue<StringName, Variant> &E : constants) {
		if (subclasses.has(E.key)) {
			continue;
		}
		
		bool is_enum = false;
		if (E.value.get_type() == Variant::DICTIONARY) {
			if (doc_enums.has(E.key)) {
				is_enum = true;
				for (int i = 0; i < doc_enums[E.key].values.size(); i++) {
					doc_enums[E.key].values.write[i].enumeration = E.key;
					doc.constants.push_back(doc_enums[E.key].values[i]);
				}
			}