### Godot version

4.0beta14

### System information

windows 10, gles 3, nvidia graphics

### Issue description

on beta 14, you cannot drag anymore a node from the scene tree to the script editor to get the node path or the ```@onready``` var snippet

### Steps to reproduce

Using beta 14, try to drag a node from the tree inside the script editor and see the arrow cursor turn into a circular white and red stop sign icon.

Note that this happens even if the script belongs to the currently opened scene.

### Minimal reproduction project

N/A
EditorDebuggerNode::get_singleton()->set_breakpoint(script->get_path(), p_row + 1, code_editor->get_text_editor()->is_line_breakpointed(p_row));
}
void ScriptTextEditor::_lookup_symbol(const String &p_symbol, int p_row, int p_column) {
	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)) {
		EditorNode::get_singleton()->load_resource(ScriptServer::get_global_class_path(p_symbol));
	} else if (p_symbol.is_resource_file()) {
		List<String> scene_extensions;
		ResourceLoader::get_recognized_extensions_for_type("PackedScene", &scene_extensions);
		if (scene_extensions.find(p_symbol.get_extension())) {
			EditorNode::get_singleton()->load_scene(p_symbol);
		} else {
			EditorNode::get_singleton()->load_resource(p_symbol);
		}
	} else if (script->get_language()->lookup_code(code_editor->get_text_editor()->get_text_for_symbol_lookup(), p_symbol, script->get_path(), base, result) == OK) {
		_goto_line(p_row);
		switch (result.type) {
			case ScriptLanguage::LOOKUP_RESULT_SCRIPT_LOCATION: {
				if (result.script.is_valid()) {
					emit_signal(SNAME("request_open_script_at_line"), result.script, result.location - 1);
				} else {
					emit_signal(SNAME("request_save_history"));
					goto_line_centered(result.location - 1);