### 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
msg.push_back(pathid);
		msg.push_back(p_name);
		for (int i = 0; i < p_argcount; i++) {
			
			msg.push_back(*p_args[i]);
		}
		_put_msg("scene:live_res_call", msg);
		return;
	}
}
void ScriptEditorDebugger::_property_changed(Object *p_base, const StringName &p_property, const Variant &p_value) {
	if (!p_base || !live_debug || !EditorNode::get_singleton()->get_edited_scene()) {
		return;
	}
	Node *node = Object::cast_to<Node>(p_base);
	if (node) {
		NodePath path = EditorNode::get_singleton()->get_edited_scene()->get_path_to(node);
		int pathid = _get_node_path_cache(path);
		if (p_value.is_ref_counted()) {
			Ref<Resource> res = p_value;
			if (res.is_valid() && !res->get_path().is_empty()) {
				Array msg;
				msg.push_back(pathid);
				msg.push_back(p_property);
				msg.push_back(res->get_path());
				_put_msg("scene:live_node_prop_res", msg);
			}
		} else {
			Array msg;
			msg.push_back(pathid);