### 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
TreeItem *selected = breakpoints_tree->get_selected();
	if (selected->has_meta("line")) {
		emit_signal(SNAME("breakpoint_selected"), selected->get_parent()->get_text(0), int(selected->get_meta("line")));
	}
}
String ScriptEditorDebugger::_format_frame_text(const ScriptLanguage::StackInfo *info) {
	String text = info->file.get_file() + ":" + itos(info->line) + " @ " + info->func;
	if (!text.ends_with(")")) {
		text += "()";
	}
	return text;
}
void ScriptEditorDebugger::start(Ref<RemoteDebuggerPeer> p_peer) {
	_clear_errors_list();
	stop();
	profiler->set_enabled(true, true);
	visual_profiler->set_enabled(true);
	peer = p_peer;
	ERR_FAIL_COND(p_peer.is_null());
	performance_profiler->reset();
	set_process(true);
	camera_override = CameraOverride::OVERRIDE_NONE;
	tabs->set_current_tab(0);
	_set_reason_text(TTR("Debug session started."), MESSAGE_SUCCESS);
	_update_buttons_state();
	emit_signal(SNAME("started"));
}
void ScriptEditorDebugger::_update_buttons_state() {