### 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
inspector->clear_stack_variables();
		ERR_FAIL_COND(p_data.size() != 1);
		emit_signal(SNAME("stack_frame_vars"), p_data[0]);
	} else if (p_msg == "stack_frame_var") {
		inspector->add_stack_variable(p_data);
		emit_signal(SNAME("stack_frame_var"), p_data);
	} else if (p_msg == "output") {
		ERR_FAIL_COND(p_data.size() != 2);
		ERR_FAIL_COND(p_data[0].get_type() != Variant::PACKED_STRING_ARRAY);
		Vector<String> output_strings = p_data[0];
		ERR_FAIL_COND(p_data[1].get_type() != Variant::PACKED_INT32_ARRAY);
		Vector<int> output_types = p_data[1];
		ERR_FAIL_COND(output_strings.size() != output_types.size());
		for (int i = 0; i < output_strings.size(); i++) {
			RemoteDebugger::MessageType type = (RemoteDebugger::MessageType)(int)(output_types[i]);
			EditorLog::MessageType msg_type;
			switch (type) {
				case RemoteDebugger::MESSAGE_TYPE_LOG: {
					msg_type = EditorLog::MSG_TYPE_STD;
				} break;
				case RemoteDebugger::MESSAGE_TYPE_LOG_RICH: {
					msg_type = EditorLog::MSG_TYPE_STD_RICH;
				} break;
				case RemoteDebugger::MESSAGE_TYPE_ERROR: {
					msg_type = EditorLog::MSG_TYPE_ERROR;
				} break;
				default: {
					WARN_PRINT("Unhandled script debugger message type: " + itos(type));
					msg_type = EditorLog::MSG_TYPE_STD;
				} break;