### 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
tabs->remove_theme_style_override("panel");
}
void ScriptEditorDebugger::save_node(ObjectID p_id, const String &p_file) {
	Array msg;
	msg.push_back(p_id);
	msg.push_back(p_file);
	_put_msg("scene:save_node", msg);
}
void ScriptEditorDebugger::_file_selected(const String &p_file) {
	switch (file_dialog_purpose) {
		case SAVE_MONITORS_CSV: {
			Error err;
			Ref<FileAccess> file = FileAccess::open(p_file, FileAccess::WRITE, &err);
			if (err != OK) {
				ERR_PRINT("Failed to open " + p_file);
				return;
			}
			Vector<String> line;
			line.resize(Performance::MONITOR_MAX);
			
			for (int i = 0; i < Performance::MONITOR_MAX; i++) {
				line.write[i] = Performance::get_singleton()->get_monitor_name(Performance::Monitor(i));
			}