### 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
return scene_tree;
}
void ScriptEditorDebugger::update_remote_object(ObjectID p_obj_id, const String &p_prop, const Variant &p_value) {
	Array msg;
	msg.push_back(p_obj_id);
	msg.push_back(p_prop);
	msg.push_back(p_value);
	_put_msg("scene:set_object_property", msg);
}
void ScriptEditorDebugger::request_remote_object(ObjectID p_obj_id) {
	ERR_FAIL_COND(p_obj_id.is_null());
	Array msg;
	msg.push_back(p_obj_id);
	_put_msg("scene:inspect_object", msg);
}
Object *ScriptEditorDebugger::get_remote_object(ObjectID p_id) {
	return inspector->get_object(p_id);
}
void ScriptEditorDebugger::_remote_object_selected(ObjectID p_id) {
	emit_signal(SNAME("remote_object_requested"), p_id);
}
void ScriptEditorDebugger::_remote_object_edited(ObjectID p_id, const String &p_prop, const Variant &p_value) {
	update_remote_object(p_id, p_prop, p_value);
	request_remote_object(p_id);
}
void ScriptEditorDebugger::_remote_object_property_updated(ObjectID p_id, const String &p_property) {
	emit_signal(SNAME("remote_object_property_updated"), p_id, p_property);
}
void ScriptEditorDebugger::_video_mem_request() {