### 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();
    }
}


```


Ref<Resource> res = ResourceLoader::load(*p_path);
	if (res.is_valid()) {
		memnew_placement(r_dest, Ref<CSharpScript>(res));
		return true;
	} else {
		memnew_placement(r_dest, Ref<CSharpScript>());
		return false;
	}
}
void godotsharp_internal_reload_registered_script(CSharpScript *p_script) {
	CRASH_COND(!p_script);
	CSharpScript::reload_registered_script(Ref<CSharpScript>(p_script));
}
void godotsharp_array_filter_godot_objects_by_native(StringName *p_native_name, const Array *p_input, Array *r_output) {
	memnew_placement(r_output, Array);
	for (int i = 0; i < p_input->size(); ++i) {
		if (ClassDB::is_parent_class(((Object *)(*p_input)[i])->get_class(), *p_native_name)) {
			r_output->push_back(p_input[i]);
		}
	}
}
void godotsharp_array_filter_godot_objects_by_non_native(const Array *p_input, Array *r_output) {