### 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
#include "editor/plugins/node_3d_editor_plugin.h"
#include "main/performance.h"
#include "scene/3d/camera_3d.h"
#include "scene/debugger/scene_debugger.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/grid_container.h"
#include "scene/gui/label.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/margin_container.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/separator.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/texture_button.h"
#include "scene/gui/tree.h"
#include "scene/resources/packed_scene.h"
#include "servers/debugger/servers_debugger.h"
#include "servers/display_server.h"
using CameraOverride = EditorDebuggerNode::CameraOverride;
void ScriptEditorDebugger::_put_msg(String p_message, Array p_data, uint64_t p_thread_id) {
	ERR_FAIL_COND(p_thread_id == Thread::UNASSIGNED_ID);
	if (is_session_active()) {
		Array msg;
		msg.push_back(p_message);
		msg.push_back(p_thread_id);
		msg.push_back(p_data);
		peer->put_message(msg);
	}
}
void ScriptEditorDebugger::debug_copy() {