### 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 (live_debug) {
		Array msg;
		msg.push_back(p_id);
		msg.push_back(p_at);
		msg.push_back(p_at_pos);
		_put_msg("scene:live_restore_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_duplicate_node(const NodePath &p_at, const String &p_new_name) {
	if (live_debug) {
		Array msg;
		msg.push_back(p_at);
		msg.push_back(p_new_name);
		_put_msg("scene:live_duplicate_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_reparent_node(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
	if (live_debug) {
		Array msg;
		msg.push_back(p_at);
		msg.push_back(p_new_place);
		msg.push_back(p_new_name);
		msg.push_back(p_at_pos);
		_put_msg("scene:live_reparent_node", msg);
	}
}
CameraOverride ScriptEditorDebugger::get_camera_override() const {