### 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)

if (restoring_layout) {
		return;
	}
	HashSet<Ref<Script>> used;
	Node *edited = EditorNode::get_singleton()->get_edited_scene();
	if (edited) {
		_find_scripts(edited, edited, used);
	}
	script_list->clear();
	bool split_script_help = EDITOR_GET("text_editor/script_list/group_help_pages");
	ScriptSortBy sort_by = (ScriptSortBy)(int)EDITOR_GET("text_editor/script_list/sort_scripts_by");
	ScriptListName display_as = (ScriptListName)(int)EDITOR_GET("text_editor/script_list/list_script_names_as");
	Vector<_ScriptEditorItemData> sedata;
	for (int i = 0; i < tab_container->get_tab_count(); i++) {
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
		if (se) {
			Ref<Texture2D> icon = se->get_theme_icon();
			String path = se->get_edited_resource()->get_path();
			bool saved = !path.is_empty();
			if (saved) {
				
				
				se->set_meta("_edit_res_path", path);
			}
			String name = se->get_name();
			Ref<Script> scr = se->get_edited_resource();
			_ScriptEditorItemData sd;