### 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();
    }
}


```


} 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") {