### 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();
    }
}


```


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() {