### 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();
    }
}


```


ERR_FAIL_COND_V(!is_session_active() || p_frame < 0, false);
	Array msg;
	msg.push_back(p_frame);
	_put_msg("get_stack_frame_vars", msg, debugging_thread_id);
	return true;
}
void ScriptEditorDebugger::set_live_debugging(bool p_enable) {
	live_debug = p_enable;
}
void ScriptEditorDebugger::_live_edit_set() {
	if (!is_session_active() || !editor_remote_tree) {
		return;
	}
	TreeItem *ti = editor_remote_tree->get_selected();
	if (!ti) {
		return;
	}
	String path;
	while (ti) {
		String lp = ti->get_text(0);
		path = "/" + lp + path;
		ti = ti->get_parent();
	}
	NodePath np = path;
	EditorNode::get_singleton()->get_editor_data().set_edited_scene_live_edit_root(np);
	update_live_edit_root();
}
void ScriptEditorDebugger::_live_edit_clear() {