### 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();
    }
}


```


memnew_placement(r_key, Variant(p_self->get_key_at_index(p_index)));
	memnew_placement(r_value, Variant(p_self->get_value_at_index(p_index)));
}
void godotsharp_dictionary_add(Dictionary *p_self, const Variant *p_key, const Variant *p_value) {
	p_self->operator[](*p_key) = *p_value;
}
void godotsharp_dictionary_clear(Dictionary *p_self) {
	p_self->clear();
}
bool godotsharp_dictionary_contains_key(const Dictionary *p_self, const Variant *p_key) {
	return p_self->has(*p_key);
}
void godotsharp_dictionary_duplicate(const Dictionary *p_self, bool p_deep, Dictionary *r_dest) {
	memnew_placement(r_dest, Dictionary(p_self->duplicate(p_deep)));
}
void godotsharp_dictionary_merge(Dictionary *p_self, const Dictionary *p_dictionary, bool p_overwrite) {
	p_self->merge(*p_dictionary, p_overwrite);
}
bool godotsharp_dictionary_recursive_equal(const Dictionary *p_self, const Dictionary *p_other) {
	return p_self->recursive_equal(*p_other, 0);
}
bool godotsharp_dictionary_remove_key(Dictionary *p_self, const Variant *p_key) {
	return p_self->erase(*p_key);
}
void godotsharp_dictionary_make_read_only(Dictionary *p_self) {
	p_self->make_read_only();
}
void godotsharp_dictionary_to_string(const Dictionary *p_self, String *r_str) {