### Godot version

4.0.beta.16

### System information

N/A

### Issue description

```gdscript
func _run() -> void:
	click_this_function_doesnt_jump_to_its_line() # this works
	self.click_this_function_doesnt_jump_to_its_line() # add self breaks click-jump























































func click_this_function_doesnt_jump_to_its_line():
	pass
```

Ctrl + Click on self.click_this_function_doesnt_jump_to_its_line(), it won't jump to its definition.

### Steps to reproduce

N/A

### Minimal reproduction project

[godot.4.0.beta15.bugs.0.zip](https://github.com/godotengine/godot/files/10532051/godot.4.0.beta15.bugs.0.zip)

for (int i = 0; i < nodes.size(); i++) {
				NodePath np = nodes[i];
				Node *node = get_node(np);
				if (!node) {
					continue;
				}
				bool is_unique = false;
				String path;
				if (node->is_unique_name_in_owner()) {
					path = node->get_name();
					is_unique = true;
				} else {
					path = sn->get_path_to(node);
				}
				for (const String &segment : path.split("/")) {
					if (!segment.is_valid_identifier()) {
						path = _quote_drop_data(path);
						break;
					}
				}
				String variable_name = String(node->get_name()).to_snake_case().validate_identifier();
				if (use_type) {
					StringName class_name = node->get_class_name();
					Ref<Script> node_script = node->get_script();
					if (node_script.is_valid()) {
						StringName global_node_script_name = node_script->get_global_name();
						if (global_node_script_name != StringName()) {
							class_name = global_node_script_name;
						}
					}