### 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
String msg = reason->get_text();
	if (msg.is_empty()) {
		return;
	}
	DisplayServer::get_singleton()->clipboard_set(msg);
}
void ScriptEditorDebugger::debug_skip_breakpoints() {
	skip_breakpoints_value = !skip_breakpoints_value;
	if (skip_breakpoints_value) {
		skip_breakpoints->set_icon(get_theme_icon(SNAME("DebugSkipBreakpointsOn"), SNAME("EditorIcons")));
	} else {
		skip_breakpoints->set_icon(get_theme_icon(SNAME("DebugSkipBreakpointsOff"), SNAME("EditorIcons")));
	}
	Array msg;
	msg.push_back(skip_breakpoints_value);
	_put_msg("set_skip_breakpoints", msg, debugging_thread_id != Thread::UNASSIGNED_ID ? debugging_thread_id : Thread::MAIN_ID);
}
void ScriptEditorDebugger::debug_next() {
	ERR_FAIL_COND(!is_breaked());
	_put_msg("next", Array(), debugging_thread_id);
	_clear_execution();
}
void ScriptEditorDebugger::debug_step() {
	ERR_FAIL_COND(!is_breaked());
	_put_msg("step", Array(), debugging_thread_id);
	_clear_execution();
}
void ScriptEditorDebugger::debug_break() {