### 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
} else {
				
				uint32_t min_order = 0xFFFFFFFF;
				uint64_t next_thread = Thread::UNASSIGNED_ID;
				for (KeyValue<uint64_t, ThreadDebugged> T : threads_debugged) {
					if (T.value.debug_order < min_order) {
						min_order = T.value.debug_order;
						next_thread = T.key;
					}
				}
				debugging_thread_id = next_thread;
			}
			if (debugging_thread_id == Thread::UNASSIGNED_ID) {
				
				profiler->set_enabled(true, false);
				profiler->disable_seeking();
				visual_profiler->set_enabled(true);
				_set_reason_text(TTR("Execution resumed."), MESSAGE_SUCCESS);
				emit_signal(SNAME("breaked"), false, false, "", false);
				_update_buttons_state();
			} else {
				_thread_debug_enter(debugging_thread_id);
			}
		} else {
			_update_buttons_state();
		}
	} else if (p_msg == "set_pid") {
		ERR_FAIL_COND(p_data.size() < 1);
		remote_pid = p_data[0];
	} else if (p_msg == "scene:click_ctrl") {