### 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();
    }
}


```


return ClassDB::get_method(*p_classname, *p_methodname);
}
godotsharp_class_creation_func godotsharp_get_class_constructor(const StringName *p_classname) {
	ClassDB::ClassInfo *class_info = ClassDB::classes.getptr(*p_classname);
	if (class_info) {
		return class_info->creation_func;
	}
	return nullptr;
}
Object *godotsharp_engine_get_singleton(const String *p_name) {
	return Engine::get_singleton()->get_singleton_object(*p_name);
}
int32_t godotsharp_stack_info_vector_resize(
		Vector<ScriptLanguage::StackInfo> *p_stack_info_vector, int p_size) {
	return (int32_t)p_stack_info_vector->resize(p_size);
}
void godotsharp_stack_info_vector_destroy(
		Vector<ScriptLanguage::StackInfo> *p_stack_info_vector) {
	p_stack_info_vector->~Vector();
}
void godotsharp_internal_script_debugger_send_error(const String *p_func,
		const String *p_file, int32_t p_line, const String *p_err, const String *p_descr,
		bool p_warning, const Vector<ScriptLanguage::StackInfo> *p_stack_info_vector) {
	const String file = ProjectSettings::get_singleton()->localize_path(p_file->simplify_path());
	EngineDebugger::get_script_debugger()->send_error(*p_func, file, p_line, *p_err, *p_descr,
			true, p_warning ? ERR_HANDLER_WARNING : ERR_HANDLER_ERROR, *p_stack_info_vector);
}
bool godotsharp_internal_script_debugger_is_active() {