### Godot version

4.0.dev (61630d4e1e279278d29576b979b710b9025f473e)

### System information

Windows 10

### Issue description

> **Note**
> this issue was reported by @glimpsebeyond on [godot-vscode-plugin](https://github.com/godotengine/godot-vscode-plugin/issues/389#issuecomment-1302540744)

On Windows, due to a path separator mismatch (Godot: `/` and Windows: `\`), the debug adapter protocol fails as it thinks the opened project is in a different directory.

Likewise, there are other scenarios where this check is too strict, failing as well due to the drive letter's capitalization (`c:\` vs `C:\`. Good example from the linked issue:
```
[error] The editor and client are working on different paths; the client is on 
"d:\gameDev\gd4proj\builder\pawn.cs", but the editor is on "D:/gameDev/gd4proj/builder": CodeExpectedError: 
The editor and client are working on different paths; 
the client is on "d:\gameDev\gd4proj\builder\pawn.cs", but the editor is on "D:/gameDev/gd4proj/builder"
```

### Steps to reproduce

- Try using DAP from a project on Windows (like [VSCode's extension](https://github.com/godotengine/godot-vscode-plugin))

### Minimal reproduction project

N/A
if (DebugAdapterProtocol::get_singleton()->_processing_stackdump) {
		return Dictionary();
	}
	Dictionary response = prepare_success_response(p_params), body;
	response["body"] = body;
	bool lines_at_one = DebugAdapterProtocol::get_singleton()->get_current_peer()->linesStartAt1;
	bool columns_at_one = DebugAdapterProtocol::get_singleton()->get_current_peer()->columnsStartAt1;
	Array arr;
	DebugAdapterProtocol *dap = DebugAdapterProtocol::get_singleton();
	for (const KeyValue<DAP::StackFrame, List<int>> &E : dap->stackframe_list) {
		DAP::StackFrame sf = E.key;
		if (!lines_at_one) {
			sf.line--;
		}
		if (!columns_at_one) {
			sf.column--;
		}
		arr.push_back(sf.to_json());
	}
	body["stackFrames"] = arr;
	return response;
}
Dictionary DebugAdapterParser::req_setBreakpoints(const Dictionary &p_params) const {