### 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
const bool active = is_session_active();
	const bool has_editor_tree = active && editor_remote_tree && editor_remote_tree->get_selected();
	vmem_refresh->set_disabled(!active);
	step->set_disabled(!active || !is_breaked() || !is_debuggable());
	next->set_disabled(!active || !is_breaked() || !is_debuggable());
	copy->set_disabled(!active || !is_breaked());
	docontinue->set_disabled(!active || !is_breaked());
	dobreak->set_disabled(!active || is_breaked());
	le_clear->set_disabled(!active);
	le_set->set_disabled(!has_editor_tree);
	thread_list_updating = true;
	LocalVector<ThreadDebugged *> threadss;
	for (KeyValue<uint64_t, ThreadDebugged> &I : threads_debugged) {
		threadss.push_back(&I.value);
	}
	threadss.sort_custom<ThreadSort>();
	threads->clear();
	int32_t selected_index = -1;
	for (uint32_t i = 0; i < threadss.size(); i++) {
		if (debugging_thread_id == threadss[i]->thread_id) {
			selected_index = i;
		}
		threads->add_item(threadss[i]->name);
		threads->set_item_metadata(threads->get_item_count() - 1, threadss[i]->thread_id);
	}
	if (selected_index != -1) {
		threads->select(selected_index);
	}
	thread_list_updating = false;