### 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
error->set_text(0, time);
		error->set_text_alignment(0, HORIZONTAL_ALIGNMENT_LEFT);
		const Color color = get_theme_color(oe.warning ? SNAME("warning_color") : SNAME("error_color"), SNAME("Editor"));
		error->set_custom_color(0, color);
		error->set_custom_color(1, color);
		String error_title;
		if (oe.callstack.size() > 0) {
			
			error_title = _format_frame_text(&oe.callstack[0]) + ": ";
		} else if (!oe.source_func.is_empty()) {
			
			error_title += oe.source_func + ": ";
		}
		
		
		error_title += oe.error_descr.is_empty() ? oe.error : oe.error_descr;
		error->set_text(1, error_title);
		tooltip += " " + error_title + "\n";
		
		String source_language_name = "C++"; 
		const String source_file_extension = oe.source_file.get_extension();
		for (int i = 0; i < ScriptServer::get_language_count(); ++i) {
			ScriptLanguage *script_language = ScriptServer::get_language(i);
			if (source_file_extension == script_language->get_extension()) {
				source_language_name = script_language->get_name();
				break;
			}
		}
		if (!oe.error_descr.is_empty()) {