### 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();
    }
}


```


le_set = memnew(Button(TTR("Set From Tree")));
			lehb->add_child(le_set);
			le_clear = memnew(Button(TTR("Clear")));
			lehb->add_child(le_clear);
			info_left->add_child(lehb);
		}
		misc->add_child(memnew(VSeparator));
		HBoxContainer *buttons = memnew(HBoxContainer);
		export_csv = memnew(Button(TTR("Export measures as CSV")));
		export_csv->connect("pressed", callable_mp(this, &ScriptEditorDebugger::_export_csv));
		buttons->add_child(export_csv);
		misc->add_child(buttons);
	}
	msgdialog = memnew(AcceptDialog);
	add_child(msgdialog);
	live_debug = true;
	camera_override = CameraOverride::OVERRIDE_NONE;
	last_path_id = false;
	error_count = 0;
	warning_count = 0;
	_update_buttons_state();
}
ScriptEditorDebugger::~ScriptEditorDebugger() {
	if (peer.is_valid()) {
		peer->close();
		peer.unref();
	}
	memdelete(scene_tree);
}