### 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
ERR_FAIL_COND(is_breaked());
	_put_msg("break", Array());
}
void ScriptEditorDebugger::debug_continue() {
	ERR_FAIL_COND(!is_breaked());
	
	if (remote_pid && EditorNode::get_singleton()->has_child_process(remote_pid)) {
		DisplayServer::get_singleton()->enable_for_stealing_focus(remote_pid);
	}
	_clear_execution();
	_put_msg("continue", Array(), debugging_thread_id);
	_put_msg("servers:foreground", Array());
}
void ScriptEditorDebugger::update_tabs() {
	if (error_count == 0 && warning_count == 0) {
		errors_tab->set_name(TTR("Errors"));
		tabs->set_tab_icon(tabs->get_tab_idx_from_control(errors_tab), Ref<Texture2D>());
	} else {
		errors_tab->set_name(TTR("Errors") + " (" + itos(error_count + warning_count) + ")");
		if (error_count >= 1 && warning_count >= 1) {
			tabs->set_tab_icon(tabs->get_tab_idx_from_control(errors_tab), get_theme_icon(SNAME("ErrorWarning"), SNAME("EditorIcons")));
		} else if (error_count >= 1) {
			tabs->set_tab_icon(tabs->get_tab_idx_from_control(errors_tab), get_theme_icon(SNAME("Error"), SNAME("EditorIcons")));
		} else {
			tabs->set_tab_icon(tabs->get_tab_idx_from_control(errors_tab), get_theme_icon(SNAME("Warning"), SNAME("EditorIcons")));
		}
	}
}
void ScriptEditorDebugger::clear_style() {