### 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
if (tabs->get_tab_title(p_tab) == TTR("Video RAM")) {
		
		_video_mem_request();
	}
}
void ScriptEditorDebugger::_bind_methods() {
	ClassDB::bind_method(D_METHOD("live_debug_create_node"), &ScriptEditorDebugger::live_debug_create_node);
	ClassDB::bind_method(D_METHOD("live_debug_instantiate_node"), &ScriptEditorDebugger::live_debug_instantiate_node);
	ClassDB::bind_method(D_METHOD("live_debug_remove_node"), &ScriptEditorDebugger::live_debug_remove_node);
	ClassDB::bind_method(D_METHOD("live_debug_remove_and_keep_node"), &ScriptEditorDebugger::live_debug_remove_and_keep_node);
	ClassDB::bind_method(D_METHOD("live_debug_restore_node"), &ScriptEditorDebugger::live_debug_restore_node);
	ClassDB::bind_method(D_METHOD("live_debug_duplicate_node"), &ScriptEditorDebugger::live_debug_duplicate_node);
	ClassDB::bind_method(D_METHOD("live_debug_reparent_node"), &ScriptEditorDebugger::live_debug_reparent_node);
	ClassDB::bind_method(D_METHOD("request_remote_object", "id"), &ScriptEditorDebugger::request_remote_object);
	ClassDB::bind_method(D_METHOD("update_remote_object", "id", "property", "value"), &ScriptEditorDebugger::update_remote_object);
	ADD_SIGNAL(MethodInfo("started"));