### Godot version

4.0.dev (61630d4e1e279278d29576b979b710b9025f473e)

### System information

Windows 10

### Issue description

> **Note**
> this issue was reported by @glimpsebeyond on [godot-vscode-plugin](https://github.com/godotengine/godot-vscode-plugin/issues/389#issuecomment-1302540744)

On Windows, due to a path separator mismatch (Godot: `/` and Windows: `\`), the debug adapter protocol fails as it thinks the opened project is in a different directory.

Likewise, there are other scenarios where this check is too strict, failing as well due to the drive letter's capitalization (`c:\` vs `C:\`. Good example from the linked issue:
```
[error] The editor and client are working on different paths; the client is on 
"d:\gameDev\gd4proj\builder\pawn.cs", but the editor is on "D:/gameDev/gd4proj/builder": CodeExpectedError: 
The editor and client are working on different paths; 
the client is on "d:\gameDev\gd4proj\builder\pawn.cs", but the editor is on "D:/gameDev/gd4proj/builder"
```

### Steps to reproduce

- Try using DAP from a project on Windows (like [VSCode's extension](https://github.com/godotengine/godot-vscode-plugin))

### Minimal reproduction project

N/A
Dictionary event;
	event["type"] = "event";
	return event;
}
Dictionary DebugAdapterParser::prepare_success_response(const Dictionary &p_params) const {
	Dictionary response;
	response["type"] = "response";
	response["request_seq"] = p_params["seq"];
	response["command"] = p_params["command"];
	response["success"] = true;
	return response;
}
Dictionary DebugAdapterParser::prepare_error_response(const Dictionary &p_params, DAP::ErrorType err_type, const Dictionary &variables) const {
	Dictionary response, body;
	response["type"] = "response";
	response["request_seq"] = p_params["seq"];
	response["command"] = p_params["command"];
	response["success"] = false;
	response["body"] = body;
	DAP::Message message;
	String error, error_desc;
	switch (err_type) {
		case DAP::ErrorType::WRONG_PATH:
			error = "wrong_path";
			error_desc = "The editor and client are working on different paths; the client is on \"{clientPath}\", but the editor is on \"{editorPath}\"";
			break;