### 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
Ref<FileAccess> file = FileAccess::open(p_file, FileAccess::WRITE, &err);
			if (err != OK) {
				ERR_PRINT("Failed to open " + p_file);
				return;
			}
			Vector<String> headers;
			headers.resize(vmem_tree->get_columns());
			for (int i = 0; i < vmem_tree->get_columns(); ++i) {
				headers.write[i] = vmem_tree->get_column_title(i);
			}
			file->store_csv_line(headers);
			if (vmem_tree->get_root()) {
				TreeItem *ti = vmem_tree->get_root()->get_first_child();
				while (ti) {
					Vector<String> values;
					values.resize(vmem_tree->get_columns());
					for (int i = 0; i < vmem_tree->get_columns(); ++i) {
						values.write[i] = ti->get_text(i);
					}
					file->store_csv_line(values);
					ti = ti->get_next();
				}
			}
		} break;
	}
}
void ScriptEditorDebugger::request_remote_tree() {
	_put_msg("scene:request_scene_tree", Array());
}
const SceneDebuggerTree *ScriptEditorDebugger::get_remote_tree() {