### 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
NodePath np = NodePath("/root");
	EditorNode::get_singleton()->get_editor_data().set_edited_scene_live_edit_root(np);
	update_live_edit_root();
}
void ScriptEditorDebugger::update_live_edit_root() {
	NodePath np = EditorNode::get_singleton()->get_editor_data().get_edited_scene_live_edit_root();
	Array msg;
	msg.push_back(np);
	if (EditorNode::get_singleton()->get_edited_scene()) {
		msg.push_back(EditorNode::get_singleton()->get_edited_scene()->get_scene_file_path());
	} else {
		msg.push_back("");
	}
	_put_msg("scene:live_set_root", msg);
	live_edit_root->set_text(np);
}
void ScriptEditorDebugger::live_debug_create_node(const NodePath &p_parent, const String &p_type, const String &p_name) {
	if (live_debug) {
		Array msg;
		msg.push_back(p_parent);
		msg.push_back(p_type);
		msg.push_back(p_name);
		_put_msg("scene:live_create_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_instantiate_node(const NodePath &p_parent, const String &p_path, const String &p_name) {