### 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
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) {