### 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();
    }
}


```


const int *r = node_path_cache.getptr(p_path);
	if (r) {
		return *r;
	}
	last_path_id++;
	node_path_cache[p_path] = last_path_id;
	Array msg;
	msg.push_back(p_path);
	msg.push_back(last_path_id);
	_put_msg("scene:live_node_path", msg);
	return last_path_id;
}
int ScriptEditorDebugger::_get_res_path_cache(const String &p_path) {
	HashMap<String, int>::Iterator E = res_path_cache.find(p_path);
	if (E) {
		return E->value;
	}
	last_path_id++;
	res_path_cache[p_path] = last_path_id;
	Array msg;
	msg.push_back(p_path);
	msg.push_back(last_path_id);
	_put_msg("scene:live_res_path", msg);
	return last_path_id;
}
void ScriptEditorDebugger::_method_changed(Object *p_base, const StringName &p_name, const Variant **p_args, int p_argcount) {