### Godot version

4.0.beta17.mono.official

### System information

Windows 10

### Issue description

As the title says, the log output is needlessly deep into internals (screenshot here: https://github.com/godotengine/godot/pull/71943#issuecomment-1415809223), but the actual issue is that double clicking the log entry doesn't jump to the source file but attempts to open the source-generator generated file instead:
![grafik](https://user-images.githubusercontent.com/8841352/216606839-039fc4c7-4645-4c30-96a1-1f49c59d489c.png)


### Steps to reproduce

Print debug statements from a c# file, and try to double click the log entry in the editor.

### Minimal reproduction project

If required i can create one
emit_signal(SNAME("debug_data"), p_msg, p_data);
	if (p_msg == "debug_enter") {
		ERR_FAIL_COND(p_data.size() != 4);
		ThreadDebugged td;
		td.name = p_data[3];
		td.error = p_data[1];
		td.can_debug = p_data[0];
		td.has_stackdump = p_data[2];
		td.thread_id = p_thread_id;
		static uint32_t order_inc = 0;
		td.debug_order = order_inc++;
		threads_debugged.insert(p_thread_id, td);
		if (threads_debugged.size() == 1) {
			
			debugging_thread_id = p_thread_id;
			_thread_debug_enter(p_thread_id);
			can_request_idle_draw = true;
			if (is_move_to_foreground()) {
				DisplayServer::get_singleton()->window_move_to_foreground();
			}
			profiler->set_enabled(false, false);
			visual_profiler->set_enabled(false);
		}
		_update_buttons_state();
	} else if (p_msg == "debug_exit") {
		threads_debugged.erase(p_thread_id);
		if (p_thread_id == debugging_thread_id) {
			_clear_execution();
			if (threads_debugged.size() == 0) {
				debugging_thread_id = Thread::UNASSIGNED_ID;