### 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
if (live_debug) {
		Array msg;
		msg.push_back(p_parent);
		msg.push_back(p_path);
		msg.push_back(p_name);
		_put_msg("scene:live_instantiate_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_remove_node(const NodePath &p_at) {
	if (live_debug) {
		Array msg;
		msg.push_back(p_at);
		_put_msg("scene:live_remove_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_remove_and_keep_node(const NodePath &p_at, ObjectID p_keep_id) {
	if (live_debug) {
		Array msg;
		msg.push_back(p_at);
		msg.push_back(p_keep_id);
		_put_msg("scene:live_remove_and_keep_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_restore_node(ObjectID p_id, const NodePath &p_at, int p_at_pos) {