### 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
#ifdef DEBUG_ENABLED
	MutexLock lock(this->mutex);
	profiling = false;
#endif
}
int GDScriptLanguage::profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) {
	int current = 0;
#ifdef DEBUG_ENABLED
	MutexLock lock(this->mutex);
	SelfList<GDScriptFunction> *elem = function_list.first();
	while (elem) {
		if (current >= p_info_max) {
			break;
		}
		p_info_arr[current].call_count = elem->self()->profile.call_count;
		p_info_arr[current].self_time = elem->self()->profile.self_time;
		p_info_arr[current].total_time = elem->self()->profile.total_time;
		p_info_arr[current].signature = elem->self()->profile.signature;
		elem = elem->next();
		current++;
	}
#endif
	return current;
}
int GDScriptLanguage::profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) {