### 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();
    }
}


```


_put_msg("reload_scripts", Array(), debugging_thread_id != Thread::UNASSIGNED_ID ? debugging_thread_id : Thread::MAIN_ID);
}
bool ScriptEditorDebugger::is_skip_breakpoints() {
	return skip_breakpoints_value;
}
void ScriptEditorDebugger::_error_activated() {
	TreeItem *selected = error_tree->get_selected();
	if (!selected) {
		return;
	}
	TreeItem *ci = selected->get_first_child();
	if (ci) {
		selected->set_collapsed(!selected->is_collapsed());
	}
}
void ScriptEditorDebugger::_error_selected() {
	TreeItem *selected = error_tree->get_selected();
	if (!selected) {
		return;
	}
	Array meta = selected->get_metadata(0);
	if (meta.size() == 0) {
		return;
	}
	emit_signal(SNAME("error_selected"), String(meta[0]), int(meta[1]));
}
void ScriptEditorDebugger::_expand_errors_list() {