### 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)

ResourceLoader::get_recognized_extensions_for_type("Script", &extensions);
			file_dialog->clear_filters();
			for (int i = 0; i < extensions.size(); i++) {
				file_dialog->add_filter("*." + extensions[i], extensions[i].to_upper());
			}
			for (const String &E : textfile_extensions) {
				file_dialog->add_filter("*." + E, E.to_upper());
			}
			file_dialog->popup_file_dialog();
			file_dialog->set_title(TTR("Open File"));
			return;
		} break;
		case FILE_REOPEN_CLOSED: {
			if (previous_scripts.is_empty()) {
				return;
			}
			String path = previous_scripts.back()->get();
			previous_scripts.pop_back();
			List<String> extensions;
			ResourceLoader::get_recognized_extensions_for_type("Script", &extensions);
			bool built_in = !path.is_resource_file();
			if (extensions.find(path.get_extension()) || built_in) {
				if (built_in) {
					String res_path = path.get_slice("::", 0);
					if (ResourceLoader::get_resource_type(res_path) == "PackedScene") {
						if (!EditorNode::get_singleton()->is_scene_open(res_path)) {
							EditorNode::get_singleton()->load_scene(res_path);
						}
					} else {
						EditorNode::get_singleton()->load_resource(res_path);