### 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
if (!p_base || !live_debug || !is_session_active() || !EditorNode::get_singleton()->get_edited_scene()) {
		return;
	}
	Node *node = Object::cast_to<Node>(p_base);
	for (int i = 0; i < p_argcount; i++) {
		
		if (p_args[i]->get_type() == Variant::OBJECT || p_args[i]->get_type() == Variant::RID) {
			return;
		}
	}
	if (node) {
		NodePath path = EditorNode::get_singleton()->get_edited_scene()->get_path_to(node);
		int pathid = _get_node_path_cache(path);
		Array msg;
		msg.push_back(pathid);
		msg.push_back(p_name);
		for (int i = 0; i < p_argcount; i++) {
			
			msg.push_back(*p_args[i]);
		}
		_put_msg("scene:live_node_call", msg);
		return;
	}
	Resource *res = Object::cast_to<Resource>(p_base);
	if (res && !res->get_path().is_empty()) {
		String respath = res->get_path();
		int pathid = _get_res_path_cache(respath);
		Array msg;