### 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
ERR_FAIL_COND(p_data.size() < 2);
		clicked_ctrl->set_text(p_data[0]);
		clicked_ctrl_type->set_text(p_data[1]);
	} else if (p_msg == "scene:scene_tree") {
		scene_tree->nodes.clear();
		scene_tree->deserialize(p_data);
		emit_signal(SNAME("remote_tree_updated"));
		_update_buttons_state();
	} else if (p_msg == "scene:inspect_object") {
		ObjectID id = inspector->add_object(p_data);
		if (id.is_valid()) {
			emit_signal(SNAME("remote_object_updated"), id);
		}
	} else if (p_msg == "servers:memory_usage") {
		vmem_tree->clear();
		TreeItem *root = vmem_tree->create_item();
		ServersDebugger::ResourceUsage usage;
		usage.deserialize(p_data);
		uint64_t total = 0;
		for (const ServersDebugger::ResourceInfo &E : usage.infos) {
			TreeItem *it = vmem_tree->create_item(root);
			String type = E.type;
			int bytes = E.vram;
			it->set_text(0, E.path);
			it->set_text(1, type);
			it->set_text(2, E.format);
			it->set_text(3, String::humanize_size(bytes));
			total += bytes;
			if (has_theme_icon(type, SNAME("EditorIcons"))) {
				it->set_icon(0, get_theme_icon(type, SNAME("EditorIcons")));