### 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();
    }
}


```


#include "runtime_interop.h"
#include "../csharp_script.h"
#include "../interop_types.h"
#include "../managed_callable.h"
#include "../mono_gd/gd_mono_cache.h"
#include "../signal_awaiter_utils.h"
#include "../utils/path_utils.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
#include "core/debugger/script_debugger.h"
#include "core/io/marshalls.h"
#include "core/object/class_db.h"
#include "core/object/method_bind.h"
#include "core/os/os.h"
#include "core/string/string_name.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_file_system.h"
#endif
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(SafeRefCount) == sizeof(uint32_t));
typedef Object *(*godotsharp_class_creation_func)();
bool godotsharp_dotnet_module_is_initialized() {
	return GDMono::get_singleton()->is_initialized();
}
MethodBind *godotsharp_method_bind_get_method(const StringName *p_classname, const StringName *p_methodname) {