### Godot version

4.0.2

### System information

Windows 10

### Issue description

If an error in the Debugger/Errors menu caused by a C# script is selected every time the project is executed a "Save Resource As" menu appears.
![Erro1](https://user-images.githubusercontent.com/6534007/234107005-1455895e-50d3-452a-b153-dae219f98211.PNG)
![Erro2](https://user-images.githubusercontent.com/6534007/234107008-315b7fed-d0ef-4573-ad76-9f0992f83a51.PNG)


The only way to stop it for appearing is restarting Godot.

### Steps to reproduce

1. Execute a C# script with an error
2. Select the error in the Debugger/Errors menu
3. Click "run project"
4. A "Save Resource As" menu appears.

### Minimal reproduction project

Example code with error:

```csharp
using Godot;
using System;

public partial class ErrorTest : Node 
{
    public override void _Ready() 
    {
        Node nullNode = null;

        nullNode.ToString();
    }
}


```


#endif
static const void *unmanaged_callbacks[]{
	(void *)godotsharp_dotnet_module_is_initialized,
	(void *)godotsharp_method_bind_get_method,
	(void *)godotsharp_get_class_constructor,
	(void *)godotsharp_engine_get_singleton,
	(void *)godotsharp_stack_info_vector_resize,
	(void *)godotsharp_stack_info_vector_destroy,
	(void *)godotsharp_internal_editor_file_system_update_file,
	(void *)godotsharp_internal_script_debugger_send_error,
	(void *)godotsharp_internal_script_debugger_is_active,
	(void *)godotsharp_internal_object_get_associated_gchandle,
	(void *)godotsharp_internal_object_disposed,
	(void *)godotsharp_internal_refcounted_disposed,
	(void *)godotsharp_internal_signal_awaiter_connect,
	(void *)godotsharp_internal_tie_native_managed_to_unmanaged,
	(void *)godotsharp_internal_tie_user_managed_to_unmanaged,
	(void *)godotsharp_internal_tie_managed_to_unmanaged_with_pre_setup,
	(void *)godotsharp_internal_unmanaged_get_script_instance_managed,
	(void *)godotsharp_internal_unmanaged_get_instance_binding_managed,
	(void *)godotsharp_internal_unmanaged_instance_binding_create_managed,
	(void *)godotsharp_internal_new_csharp_script,
	(void *)godotsharp_internal_script_load,
	(void *)godotsharp_internal_reload_registered_script,
	(void *)godotsharp_array_filter_godot_objects_by_native,
	(void *)godotsharp_array_filter_godot_objects_by_non_native,
	(void *)godotsharp_ref_new_from_ref_counted_ptr,
	(void *)godotsharp_ref_destroy,
	(void *)godotsharp_string_name_new_from_string,
	(void *)godotsharp_node_path_new_from_string,