### 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();
    }
}


```


NodePath np = NodePath("/root");
	EditorNode::get_singleton()->get_editor_data().set_edited_scene_live_edit_root(np);
	update_live_edit_root();
}
void ScriptEditorDebugger::update_live_edit_root() {
	NodePath np = EditorNode::get_singleton()->get_editor_data().get_edited_scene_live_edit_root();
	Array msg;
	msg.push_back(np);
	if (EditorNode::get_singleton()->get_edited_scene()) {
		msg.push_back(EditorNode::get_singleton()->get_edited_scene()->get_scene_file_path());
	} else {
		msg.push_back("");
	}
	_put_msg("scene:live_set_root", msg);
	live_edit_root->set_text(np);
}
void ScriptEditorDebugger::live_debug_create_node(const NodePath &p_parent, const String &p_type, const String &p_name) {
	if (live_debug) {
		Array msg;
		msg.push_back(p_parent);
		msg.push_back(p_type);
		msg.push_back(p_name);
		_put_msg("scene:live_create_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_instantiate_node(const NodePath &p_parent, const String &p_path, const String &p_name) {