### 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.
String arghint;
	if (p_function->get_datatype().builtin_type == Variant::NIL) {
		arghint = "void " + p_function->identifier->name.operator String() + "(";
	} else {
		arghint = p_function->get_datatype().to_string() + " " + p_function->identifier->name.operator String() + "(";
	}
	for (int i = 0; i < p_function->parameters.size(); i++) {
		if (i > 0) {
			arghint += ", ";
		}
		if (i == p_arg_idx) {
			arghint += String::chr(0xFFFF);
		}
		const GDScriptParser::ParameterNode *par = p_function->parameters[i];
		if (!par->get_datatype().is_hard_type()) {
			arghint += par->identifier->name.operator String() + ": Variant";
		} else {
			arghint += par->identifier->name.operator String() + ": " + par->get_datatype().to_string();
		}
		if (par->initializer) {
			String def_val = "<unknown>";
			switch (par->initializer->type) {
				case GDScriptParser::Node::LITERAL: {
					const GDScriptParser::LiteralNode *literal = static_cast<const GDScriptParser::LiteralNode *>(par->initializer);
					def_val = literal->value.get_construct_string();
				} break;
				case GDScriptParser::Node::IDENTIFIER: {