### 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 (i > 0) {
				text_to_drop += ", ";
			}
			if (preload) {
				text_to_drop += "preload(" + _quote_drop_data(String(files[i])) + ")";
			} else {
				text_to_drop += _quote_drop_data(String(files[i]));
			}
		}
		te->set_caret_line(row);
		te->set_caret_column(col);
		te->insert_text_at_caret(text_to_drop);
		te->grab_focus();
	}
	if (d.has("type") && String(d["type"]) == "nodes") {
		te->remove_secondary_carets();
		Node *scene_root = get_tree()->get_edited_scene_root();
		if (!scene_root) {
			EditorNode::get_singleton()->show_warning(TTR("Can't drop nodes without an open scene."));
			return;
		}
		Node *sn = _find_script_node(scene_root, scene_root, script);
		if (!sn) {
			EditorNode::get_singleton()->show_warning(vformat(TTR("Can't drop nodes because script '%s' is not used in this scene."), get_name()));
			return;
		}
		Array nodes = d["nodes"];
		String text_to_drop;
		if (Input::get_singleton()->is_key_pressed(Key::CTRL)) {
			bool use_type = EDITOR_GET("text_editor/completion/add_type_hints");