### Godot version

4.0.2

### System information

Windows 10

### Issue description

If an error in the Debugger/Errors menu caused by a C# script is selected every time the project is executed a "Save Resource As" menu appears.
![Erro1](https://user-images.githubusercontent.com/6534007/234107005-1455895e-50d3-452a-b153-dae219f98211.PNG)
![Erro2](https://user-images.githubusercontent.com/6534007/234107008-315b7fed-d0ef-4573-ad76-9f0992f83a51.PNG)


The only way to stop it for appearing is restarting Godot.

### Steps to reproduce

1. Execute a C# script with an error
2. Select the error in the Debugger/Errors menu
3. Click "run project"
4. A "Save Resource As" menu appears.

### Minimal reproduction project

Example code with error:

```csharp
using Godot;
using System;

public partial class ErrorTest : Node 
{
    public override void _Ready() 
    {
        Node nullNode = null;

        nullNode.ToString();
    }
}


```


(void *)godotsharp_dictionary_try_get_value,
	(void *)godotsharp_dictionary_set_value,
	(void *)godotsharp_dictionary_keys,
	(void *)godotsharp_dictionary_values,
	(void *)godotsharp_dictionary_count,
	(void *)godotsharp_dictionary_key_value_pair_at,
	(void *)godotsharp_dictionary_add,
	(void *)godotsharp_dictionary_clear,
	(void *)godotsharp_dictionary_contains_key,
	(void *)godotsharp_dictionary_duplicate,
	(void *)godotsharp_dictionary_merge,
	(void *)godotsharp_dictionary_recursive_equal,
	(void *)godotsharp_dictionary_remove_key,
	(void *)godotsharp_dictionary_make_read_only,
	(void *)godotsharp_dictionary_to_string,
	(void *)godotsharp_string_simplify_path,
	(void *)godotsharp_string_to_camel_case,
	(void *)godotsharp_string_to_pascal_case,
	(void *)godotsharp_string_to_snake_case,
	(void *)godotsharp_node_path_get_as_property_path,
	(void *)godotsharp_node_path_get_concatenated_names,
	(void *)godotsharp_node_path_get_concatenated_subnames,
	(void *)godotsharp_node_path_get_name,
	(void *)godotsharp_node_path_get_name_count,
	(void *)godotsharp_node_path_get_subname,
	(void *)godotsharp_node_path_get_subname_count,
	(void *)godotsharp_node_path_is_absolute,
	(void *)godotsharp_node_path_equals,
	(void *)godotsharp_node_path_hash,
	(void *)godotsharp_bytes_to_var,