### 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
godot_string_name raw_dest;
	StringName *dest = (StringName *)&raw_dest;
	memnew_placement(dest, StringName(p_self->operator StringName()));
	return raw_dest;
}
godot_node_path godotsharp_variant_as_node_path(const Variant *p_self) {
	godot_node_path raw_dest;
	NodePath *dest = (NodePath *)&raw_dest;
	memnew_placement(dest, NodePath(p_self->operator NodePath()));
	return raw_dest;
}
godot_rid godotsharp_variant_as_rid(const Variant *p_self) {
	godot_rid raw_dest;
	RID *dest = (RID *)&raw_dest;
	memnew_placement(dest, RID(p_self->operator ::RID()));
	return raw_dest;
}
godot_callable godotsharp_variant_as_callable(const Variant *p_self) {
	godot_callable raw_dest;
	Callable *dest = (Callable *)&raw_dest;
	memnew_placement(dest, Callable(p_self->operator Callable()));
	return raw_dest;
}
godot_signal godotsharp_variant_as_signal(const Variant *p_self) {
	godot_signal raw_dest;
	Signal *dest = (Signal *)&raw_dest;
	memnew_placement(dest, Signal(p_self->operator Signal()));
	return raw_dest;
}
godot_dictionary godotsharp_variant_as_dictionary(const Variant *p_self) {