### Godot version

4.0.beta17.mono.official

### System information

Windows 10

### Issue description

As the title says, the log output is needlessly deep into internals (screenshot here: https://github.com/godotengine/godot/pull/71943#issuecomment-1415809223), but the actual issue is that double clicking the log entry doesn't jump to the source file but attempts to open the source-generator generated file instead:
![grafik](https://user-images.githubusercontent.com/8841352/216606839-039fc4c7-4645-4c30-96a1-1f49c59d489c.png)


### Steps to reproduce

Print debug statements from a c# file, and try to double click the log entry in the editor.

### Minimal reproduction project

If required i can create one
item.name = "SigErr " + itos(signature);
			}
			item.calls = calls;
			item.self = self;
			item.total = total;
			funcs.items.write[i] = item;
		}
		metric.categories.push_back(funcs);
		if (p_msg == "servers:profile_frame") {
			profiler->add_frame_metric(metric, false);
		} else {
			profiler->add_frame_metric(metric, true);
		}
	} else if (p_msg == "request_quit") {
		emit_signal(SNAME("stop_requested"));
		_stop_and_notify();
	} else if (p_msg == "performance:profile_names") {
		Vector<StringName> monitors;
		monitors.resize(p_data.size());
		for (int i = 0; i < p_data.size(); i++) {
			ERR_FAIL_COND(p_data[i].get_type() != Variant::STRING_NAME);
			monitors.set(i, p_data[i]);
		}
		performance_profiler->update_monitors(monitors);
	} else if (p_msg == "filesystem:update_file") {
		ERR_FAIL_COND(p_data.size() < 1);
		if (EditorFileSystem::get_singleton()) {
			EditorFileSystem::get_singleton()->update_file(p_data[0]);
		}
	} else {