### 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();
    }
}


```


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);