### 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
CSharpLanguage::tie_native_managed_to_unmanaged(p_gchandle_intptr, p_unmanaged, p_native_name, p_ref_counted);
}
void godotsharp_internal_tie_user_managed_to_unmanaged(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged, Ref<CSharpScript> *p_script, bool p_ref_counted) {
	CSharpLanguage::tie_user_managed_to_unmanaged(p_gchandle_intptr, p_unmanaged, p_script, p_ref_counted);
}
void godotsharp_internal_tie_managed_to_unmanaged_with_pre_setup(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged) {
	CSharpLanguage::tie_managed_to_unmanaged_with_pre_setup(p_gchandle_intptr, p_unmanaged);
}
void godotsharp_internal_new_csharp_script(Ref<CSharpScript> *r_dest) {
	memnew_placement(r_dest, Ref<CSharpScript>(memnew(CSharpScript)));
}
void godotsharp_internal_editor_file_system_update_file(const String *p_script_path) {
#if TOOLS_ENABLED
	
	
	EditorFileSystem *efs = EditorFileSystem::get_singleton();
	if (efs) {
		efs->update_file(*p_script_path);
	}
#else
	
	DEV_ASSERT(false);
#endif
}
bool godotsharp_internal_script_load(const String *p_path, Ref<CSharpScript> *r_dest) {