### 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();
    }
}


```


p_self->~PackedVector3Array();
}
void godotsharp_packed_color_array_destroy(PackedColorArray *p_self) {
	p_self->~PackedColorArray();
}
void godotsharp_variant_destroy(Variant *p_self) {
	p_self->~Variant();
}
void godotsharp_string_destroy(String *p_self) {
	p_self->~String();
}
void godotsharp_string_name_destroy(StringName *p_self) {
	p_self->~StringName();
}
void godotsharp_node_path_destroy(NodePath *p_self) {
	p_self->~NodePath();
}
void godotsharp_signal_destroy(Signal *p_self) {
	p_self->~Signal();
}
void godotsharp_callable_destroy(Callable *p_self) {
	p_self->~Callable();
}
void godotsharp_array_destroy(Array *p_self) {
	p_self->~Array();
}
void godotsharp_dictionary_destroy(Dictionary *p_self) {
	p_self->~Dictionary();
}
int32_t godotsharp_array_add(Array *p_self, const Variant *p_item) {