### 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)

CodeEdit *text_edit = code_editor->get_text_editor();
	Node *base = get_tree()->get_edited_scene_root();
	if (base) {
		base = _find_node_for_script(base, base, script);
	}
	ScriptLanguage::LookupResult result;
	if (ScriptServer::is_global_class(p_symbol) || p_symbol.is_resource_file() || script->get_language()->lookup_code(code_editor->get_text_editor()->get_text_for_symbol_lookup(), p_symbol, script->get_path(), base, result) == OK || (ProjectSettings::get_singleton()->has_autoload(p_symbol) && ProjectSettings::get_singleton()->get_autoload(p_symbol).is_singleton)) {
		text_edit->set_symbol_lookup_word_as_valid(true);
	} else if (p_symbol.is_relative_path()) {
		String path = _get_absolute_path(p_symbol);
		if (FileAccess::exists(path)) {
			text_edit->set_symbol_lookup_word_as_valid(true);
		} else {
			text_edit->set_symbol_lookup_word_as_valid(false);
		}
	} else {
		text_edit->set_symbol_lookup_word_as_valid(false);
	}
}
String ScriptTextEditor::_get_absolute_path(const String &rel_path) {