### 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)

if (type.is_empty()) {
		return;
	}
	
	String method = meta.get("method", "");
	if (method.is_empty()) {
		return;
	}
	if (type == "connection") {
		Node *base = get_tree()->get_edited_scene_root();
		if (!base) {
			return;
		}
		Vector<Node *> nodes = _find_all_node_for_script(base, base, script);
		connection_info_dialog->popup_connections(method, nodes);
	} else if (type == "inherits") {
		String base_class_raw = meta["base_class"];
		PackedStringArray base_class_split = base_class_raw.split(":", true, 1);
		if (base_class_split[0] == "script") {
			
			Ref<Script> base_script = ResourceLoader::load(base_class_split[1]);
			ERR_FAIL_COND(!base_script.is_valid());
			emit_signal(SNAME("go_to_method"), base_script, method);
		} else if (base_class_split[0] == "builtin") {
			
			emit_signal(SNAME("go_to_help"), "class_method:" + base_class_split[1] + ":" + method);
		}
	}
}
void ScriptTextEditor::_edit_option(int p_op) {