### 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();
    }
}


```


}
			}
			if (!is_session_active()) {
				_stop_and_notify();
				break;
			};
		} break;
	}
}
void ScriptEditorDebugger::_clear_execution() {
	TreeItem *ti = stack_dump->get_selected();
	if (!ti) {
		return;
	}
	Dictionary d = ti->get_metadata(0);
	stack_script = ResourceLoader::load(d["file"]);
	emit_signal(SNAME("clear_execution"), stack_script);
	stack_script.unref();
	stack_dump->clear();
	inspector->clear_stack_variables();
}
void ScriptEditorDebugger::_set_breakpoint(const String &p_file, const int &p_line, const bool &p_enabled) {
	Ref<Script> scr = ResourceLoader::load(p_file);
	emit_signal(SNAME("set_breakpoint"), scr, p_line - 1, p_enabled);
	scr.unref();
}
void ScriptEditorDebugger::_clear_breakpoints() {
	emit_signal(SNAME("clear_breakpoints"));
}
void ScriptEditorDebugger::_breakpoint_tree_clicked() {