### Godot version

4.1.dev

### System information

Win11

### Issue description

I load a non-existing GDScript, but it still returns a valid instance instead of null.
```gdscript
@tool
extends EditorScript

func _run():
	var s = ResourceLoader.load("non_exists.gd", "", ResourceLoader.CACHE_MODE_IGNORE)
	print(s)
	assert(s == null)

```

```
  Attempt to open script 'res://non_exists.gd' resulted in error 'File not found'.
<GDScript#-9223369015982753437>
  res://new_script.gd:7 - Assertion failed.

```

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
return ClassDB::instantiate(name);
}
Variant GDScriptNativeClass::callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	if (p_method == SNAME("new")) {
		
		return Object::callp(p_method, p_args, p_argcount, r_error);
	}
	MethodBind *method = ClassDB::get_method(name, p_method);
	if (method && method->is_static()) {
		
		return method->call(nullptr, p_args, p_argcount, r_error);
	}
	r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
	return Variant();
}
GDScriptFunction *GDScript::_super_constructor(GDScript *p_script) {
	if (p_script->initializer) {
		return p_script->initializer;
	} else {
		GDScript *base_src = p_script->_base;
		if (base_src != nullptr) {
			return _super_constructor(base_src);
		} else {
			return nullptr;
		}
	}
}
void GDScript::_super_implicit_constructor(GDScript *p_script, GDScriptInstance *p_instance, Callable::CallError &r_error) {