Load mods as PCK file including c# files

[GODOT 4.4.1]

Hi,
I try to understand how to load a pck file at runtime as a mod and instantiate a packedscene including a c# script.

From a blank project, I created a simple scene with a sprite2D and a script attach to it making it rotate. I export this as a PCK (or ZIP) file and load it in my current game.

I can instantiate this scene in my project (and the sprite2D is render) but it throw an error for loading the script attach to it :
Cannot instantiate C# script because the associated class could not be found. Script: 'res://Mods/Mods_Test/TestScene.cs'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).

I have include the dll file (from .godot\mono\temp\bin\Debug) in my game folder and load it using :

string mods_localized_path = "res://Mods";
string mods_globalized_path = ProjectSettings.GlobalizePath(mods_localized_path);
string absolute_path = System.IO.Path.Combine(mods_globalized_path, "Test.dll");
var assembly = Assembly.LoadFile(absolute_path);

No error is raised.

I have tried to get types from this assembly :

assembly.GetTypes()
			.ToList()
			.ForEach(t =>
			{
				GD.PrintS("Found type: ", t.FullName);
			});

and get the error Could not load file or assembly 'GodotSharp, Version=4.4.1.0, Culture=neutral, PublicKeyToken=null'

I have absolutly no clue on how to handle that. If someone can give me a hint or something to try.

Update 21 - 04 - 2025:
I have tested with Assembly.LoadFrom(absolute_path);. If I put the GodotSharp.dll at the same place, I get no more error from getTypes call. The TestScene class is present in the type list.
But the error still there when instantiate my node…