### 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
return ERR_PARSE_ERROR;
	}
	bool can_run = ScriptServer::is_scripting_enabled() || parser.is_tool();
	GDScriptCompiler compiler;
	err = compiler.compile(&parser, this, p_keep_state);
	if (err) {
		if (can_run) {
			if (EngineDebugger::is_active()) {
				GDScriptLanguage::get_singleton()->debug_break_parse(_get_debug_path(), compiler.get_error_line(), "Parser Error: " + compiler.get_error());
			}
			_err_print_error("GDScript::reload", path.is_empty() ? "built-in" : (const char *)path.utf8().get_data(), compiler.get_error_line(), ("Compile Error: " + compiler.get_error()).utf8().get_data(), false, ERR_HANDLER_SCRIPT);
			reloading = false;
			return ERR_COMPILATION_FAILED;
		} else {
			reloading = false;
			return err;
		}
	}
#ifdef DEBUG_ENABLED
	for (const GDScriptWarning &warning : parser.get_warnings()) {
		if (EngineDebugger::is_active()) {
			Vector<ScriptLanguage::StackInfo> si;
			EngineDebugger::get_script_debugger()->send_error("", get_script_path(), warning.start_line, warning.get_name(), warning.get_message(), false, ERR_HANDLER_WARNING, si);
		}
	}
#endif
	reloading = false;
	return OK;
}
ScriptLanguage *GDScript::get_language() const {