### 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->~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) {