### 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
*r_str = Variant(*p_self).operator String();
}
void godotsharp_string_simplify_path(const String *p_self, String *r_simplified_path) {
	memnew_placement(r_simplified_path, String(p_self->simplify_path()));
}
void godotsharp_string_to_camel_case(const String *p_self, String *r_camel_case) {
	memnew_placement(r_camel_case, String(p_self->to_camel_case()));
}
void godotsharp_string_to_pascal_case(const String *p_self, String *r_pascal_case) {
	memnew_placement(r_pascal_case, String(p_self->to_pascal_case()));
}
void godotsharp_string_to_snake_case(const String *p_self, String *r_snake_case) {
	memnew_placement(r_snake_case, String(p_self->to_snake_case()));
}
void godotsharp_node_path_get_as_property_path(const NodePath *p_ptr, NodePath *r_dest) {
	memnew_placement(r_dest, NodePath(p_ptr->get_as_property_path()));
}
void godotsharp_node_path_get_concatenated_names(const NodePath *p_self, String *r_subnames) {
	memnew_placement(r_subnames, String(p_self->get_concatenated_names()));
}
void godotsharp_node_path_get_concatenated_subnames(const NodePath *p_self, String *r_subnames) {
	memnew_placement(r_subnames, String(p_self->get_concatenated_subnames()));
}
void godotsharp_node_path_get_name(const NodePath *p_self, uint32_t p_idx, String *r_name) {
	memnew_placement(r_name, String(p_self->get_name(p_idx)));
}
int32_t godotsharp_node_path_get_name_count(const NodePath *p_self) {
	return p_self->get_name_count();
}
void godotsharp_node_path_get_subname(const NodePath *p_self, uint32_t p_idx, String *r_subname) {