### Godot version

4.0 dev_build

### System information

Ubuntu 22.04.1

### Issue description

The "Lookup Symbol" button don't appears for custorm class names.
Related issues: #68475,  #73167.
I tried apply #68311, #69473 and #73196. It don't helps.
The `Ctrl+LMB` works right for all cases.

### Steps to reproduce

Right click to the `CustomClassA` symbol in the `custom_class_b.gd` anywhere. The `Lookup Symbol` button don't appears in the context menu.

### Minimal reproduction project

Example from  #68475.
if (p_context.base == nullptr) {
		return false;
	}
	const GDScriptParser::GetNodeNode *get_node = nullptr;
	switch (p_subscript->base->type) {
		case GDScriptParser::Node::GET_NODE: {
			get_node = static_cast<GDScriptParser::GetNodeNode *>(p_subscript->base);
		} break;
		case GDScriptParser::Node::IDENTIFIER: {
			const GDScriptParser::IdentifierNode *identifier_node = static_cast<GDScriptParser::IdentifierNode *>(p_subscript->base);
			switch (identifier_node->source) {
				case GDScriptParser::IdentifierNode::Source::MEMBER_VARIABLE: {
					if (p_context.current_class != nullptr) {
						const StringName &member_name = identifier_node->name;
						const GDScriptParser::ClassNode *current_class = p_context.current_class;
						if (current_class->has_member(member_name)) {
							const GDScriptParser::ClassNode::Member &member = current_class->get_member(member_name);
							if (member.type == GDScriptParser::ClassNode::Member::VARIABLE) {
								const GDScriptParser::VariableNode *variable = static_cast<GDScriptParser::VariableNode *>(member.variable);
								if (variable->initializer && variable->initializer->type == GDScriptParser::Node::GET_NODE) {
									get_node = static_cast<GDScriptParser::GetNodeNode *>(variable->initializer);
								}
							}
						}
					}
				} break;
				case GDScriptParser::IdentifierNode::Source::LOCAL_VARIABLE: {
					if (identifier_node->next != nullptr && identifier_node->next->type == GDScriptParser::ClassNode::Node::GET_NODE) {