### 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();
    }
}


```


return EngineDebugger::is_active();
}
GCHandleIntPtr godotsharp_internal_object_get_associated_gchandle(Object *p_ptr) {
#ifdef DEBUG_ENABLED
	CRASH_COND(p_ptr == nullptr);
#endif
	if (p_ptr->get_script_instance()) {
		CSharpInstance *cs_instance = CAST_CSHARP_INSTANCE(p_ptr->get_script_instance());
		if (cs_instance) {
			if (!cs_instance->is_destructing_script_instance()) {
				return cs_instance->get_gchandle_intptr();
			}
			return { nullptr };
		}
	}
	void *data = CSharpLanguage::get_existing_instance_binding(p_ptr);
	if (data) {
		CSharpScriptBinding &script_binding = ((RBMap<Object *, CSharpScriptBinding>::Element *)data)->get();
		if (script_binding.inited) {
			MonoGCHandleData &gchandle = script_binding.gchandle;
			return !gchandle.is_released() ? gchandle.get_intptr() : GCHandleIntPtr{ nullptr };
		}
	}
	return { nullptr };
}
void godotsharp_internal_object_disposed(Object *p_ptr, GCHandleIntPtr p_gchandle_to_free) {