### Godot version

v4.0.beta.custom_build [cc89fcbd0]

### System information

Linux (Ubuntu 22.04), Vulkan, Radeon RX Vega 64 (eGPU)

### Issue description

The text editor doesn't register in the navigation history the local navigation.

In a large file, the user can CTRL+click on definitions of the same file to navigate quickly to a function or a class in the opened script. When the user clicks on the previous or next buttons, that local navigation seems to be not considered.

See this video for a recreation of the issue:

[Capture vidéo du 2023-01-15 17:57:45.webm](https://user-images.githubusercontent.com/270928/212571752-d05c5d85-cc7f-434b-b020-316f6194ad13.webm)


### Steps to reproduce

1. Open the MRP;
2. Open `main.gd`;
3. CTRL+click on `test()` in `_ready()`;
4. CTRL+click on `Inner` in `test()`;
5. Press on the previous button (or the previous button on your mouse);
6. See that the navigation wasn't registered in the history.

### Minimal reproduction project

[history_local.zip](https://github.com/godotengine/godot/files/10421462/history_local.zip)

for (int i = 0; i < tab_container->get_tab_count(); i++) {
		tab_container->get_tab_control(i)->set_meta("__editor_pass", Variant());
	}
	if (p_layout->has_section_key("ScriptEditor", "script_split_offset")) {
		script_split->set_split_offset(p_layout->get_value("ScriptEditor", "script_split_offset"));
	}
	if (p_layout->has_section_key("ScriptEditor", "list_split_offset")) {
		list_split->set_split_offset(p_layout->get_value("ScriptEditor", "list_split_offset"));
	}
	
	
	List<String> cached_editors;
	script_editor_cache->get_sections(&cached_editors);
	for (const String &E : cached_editors) {
		if (loaded_scripts.has(E)) {
			continue;
		}
		if (!FileAccess::exists(E)) {
			script_editor_cache->erase_section(E);
			continue;
		}
		Array breakpoints = _get_cached_breakpoints_for_script(E);
		for (int i = 0; i < breakpoints.size(); i++) {
			EditorDebuggerNode::get_singleton()->set_breakpoint(E, (int)breakpoints[i] + 1, true);
		}
	}
	restoring_layout = false;
	_update_script_names();
}
void ScriptEditor::get_window_layout(Ref<ConfigFile> p_layout) {