### 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
#include "gdscript_cache.h"
#include "gdscript.h"
#include "gdscript_analyzer.h"
#include "gdscript_compiler.h"
#include "gdscript_parser.h"
#include "core/io/file_access.h"
#include "core/templates/vector.h"
#include "scene/resources/packed_scene.h"
bool GDScriptParserRef::is_valid() const {
	return parser != nullptr;
}
GDScriptParserRef::Status GDScriptParserRef::get_status() const {
	return status;
}
GDScriptParser *GDScriptParserRef::get_parser() const {
	return parser;
}
GDScriptAnalyzer *GDScriptParserRef::get_analyzer() {
	if (analyzer == nullptr) {
		analyzer = memnew(GDScriptAnalyzer(parser));
	}
	return analyzer;
}
Error GDScriptParserRef::raise_status(Status p_new_status) {