### 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)

String base_path = script->get_path().get_base_dir();
	String path = base_path.path_join(rel_path);
	return path.replace("///", "//").simplify_path();
}
void ScriptTextEditor::update_toggle_scripts_button() {
	code_editor->update_toggle_scripts_button();
}
void ScriptTextEditor::_update_connected_methods() {
	CodeEdit *text_edit = code_editor->get_text_editor();
	text_edit->set_gutter_width(connection_gutter, text_edit->get_line_height());
	for (int i = 0; i < text_edit->get_line_count(); i++) {
		text_edit->set_line_gutter_metadata(i, connection_gutter, Dictionary());
		text_edit->set_line_gutter_icon(i, connection_gutter, nullptr);
		text_edit->set_line_gutter_clickable(i, connection_gutter, false);
	}
	missing_connections.clear();
	if (!script_is_valid) {
		return;
	}
	Node *base = get_tree()->get_edited_scene_root();
	if (!base) {
		return;
	}
	
	Vector<Node *> nodes = _find_all_node_for_script(base, base, script);
	HashSet<StringName> methods_found;
	for (int i = 0; i < nodes.size(); i++) {
		List<Connection> signal_connections;