### 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.
} break;
			case GDScriptParser::Node::SUBSCRIPT: {
				const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(p_expression);
				if (subscript->is_attribute) {
					GDScriptParser::CompletionContext c = p_context;
					c.current_line = subscript->start_line;
					GDScriptCompletionIdentifier base;
					if (!_guess_expression_type(c, subscript->base, base)) {
						found = false;
						break;
					}
					if (base.value.get_type() == Variant::DICTIONARY && base.value.operator Dictionary().has(String(subscript->attribute->name))) {
						Variant value = base.value.operator Dictionary()[String(subscript->attribute->name)];
						r_type = _type_from_variant(value);
						found = true;
						break;
					}
					const GDScriptParser::DictionaryNode *dn = nullptr;
					if (subscript->base->type == GDScriptParser::Node::DICTIONARY) {
						dn = static_cast<const GDScriptParser::DictionaryNode *>(subscript->base);
					} else if (base.assigned_expression && base.assigned_expression->type == GDScriptParser::Node::DICTIONARY) {
						dn = static_cast<const GDScriptParser::DictionaryNode *>(base.assigned_expression);
					}
					if (dn) {
						for (int i = 0; i < dn->elements.size(); i++) {
							GDScriptCompletionIdentifier key;
							if (!_guess_expression_type(c, dn->elements[i].key, key)) {
								continue;
							}
							if (key.value == String(subscript->attribute->name)) {