### Godot version

v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.dev4 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)

### Issue description

When folder is moved in project's file structure, folder's path is printed to Output. Most likely a forgotten debug print as it doesn't contain any useful information.

![kuva](https://github.com/godotengine/godot/assets/49998025/6167610f-c61b-4361-875a-86ba4ac18575)


### Steps to reproduce

1. Create folder structure:
```
res://
    foo
        bar
```
2. Move "bar" folder one level up

### Minimal reproduction project

N/A
ERR_FAIL_COND_MSG(p_paths.is_empty(), "Path cannot be empty.");
	Vector<String> filenames;
	Vector<String> foldernames;
	Vector<String> favorites_list = EditorSettings::get_singleton()->get_favorites();
	bool all_files = true;
	bool all_files_scenes = true;
	bool all_folders = true;
	bool all_favorites = true;
	bool all_not_favorites = true;
	for (int i = 0; i < p_paths.size(); i++) {
		String fpath = p_paths[i];
		if (fpath.ends_with("/")) {
			foldernames.push_back(fpath);
			all_files = false;
		} else {
			filenames.push_back(fpath);
			all_folders = false;
			all_files_scenes &= (EditorFileSystem::get_singleton()->get_file_type(fpath) == "PackedScene");
		}
		
		bool found = false;
		for (int j = 0; j < favorites_list.size(); j++) {
			if (favorites_list[j] == fpath) {
				found = true;
				break;
			}
		}
		if (found) {