### 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();
    }
}


```


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));
			}