### 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
const Variant &var = *reinterpret_cast<const Variant *>(p_var);
	PackedByteArray &bytes = *memnew_placement(r_bytes, PackedByteArray);
	int len;
	Error err = encode_variant(var, nullptr, len, p_full_objects);
	ERR_FAIL_COND_MSG(err != OK, "Unexpected error encoding variable to bytes, likely unserializable type found (Object or RID).");
	bytes.resize(len);
	encode_variant(var, bytes.ptrw(), len, p_full_objects);
}
void godotsharp_bytes_to_var(const godot_packed_array *p_bytes, bool p_allow_objects, godot_variant *r_ret) {
	const PackedByteArray *bytes = reinterpret_cast<const PackedByteArray *>(p_bytes);
	Variant ret;
	Error err = decode_variant(ret, bytes->ptr(), bytes->size(), nullptr, p_allow_objects);
	if (err != OK) {
		ret = RTR("Not enough bytes for decoding bytes, or invalid format.");
	}
	memnew_placement(r_ret, Variant(ret));
}
int godotsharp_hash(const godot_variant *p_var) {