### 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
p_self->append(*p_item);
	return p_self->size();
}
int32_t godotsharp_array_add_range(Array *p_self, const Array *p_collection) {
	p_self->append_array(*p_collection);
	return p_self->size();
}
int32_t godotsharp_array_binary_search(const Array *p_self, int32_t p_index, int32_t p_length, const Variant *p_value) {
	ERR_FAIL_COND_V(p_index < 0, -1);
	ERR_FAIL_COND_V(p_length < 0, -1);
	ERR_FAIL_COND_V(p_self->size() - p_index < p_length, -1);
	const Variant &value = *p_value;
	const Array &array = *p_self;
	int lo = p_index;
	int hi = p_index + p_length - 1;
	while (lo <= hi) {
		int mid = lo + ((hi - lo) >> 1);
		const Variant &mid_item = array[mid];
		if (mid_item == value) {
			return mid;
		}
		if (mid_item < value) {
			lo = mid + 1;
		} else {
			hi = mid - 1;
		}
	}
	return ~lo;
}
void godotsharp_array_duplicate(const Array *p_self, bool p_deep, Array *r_dest) {