Repository: godot
Issue: Win32Exception on Ubuntu when opening c# script via external editor
Labels: bug,needs testing,topic:dotnet

### Tested versions

Tested on Godot v4.2.1.stable.mono (b09f793f5)

### System information

Godot v4.2.1.stable.mono (b09f793f5) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Mobile) - dedicated AMD Radeon RX 6700 XT (RADV NAVI22) () - AMD Ryzen 7 7700X 8-Core Processor (16 Threads)

### Issue description

I want to use neovim in order to edit c# scripts.
I made a bash script which will open a terminal and then run neovim from there.
When I click a c# script to open it I get the Win32Exception.

Expectation:
run the bash script

Full error for completeness:
```error
  /run/build/godot-tools/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/ExceptionUtils.cs:112 - System.ComponentModel.Win32Exception (2): An error occurred trying to start process 'home/tycho/Programming/Games/connect_godot.sh' with working directory '/home/tycho/Programming/Games/Clicker'. No such file or directory
     at System.Diagnostics.Process.ForkAndExecProcess(ProcessStartInfo startInfo, String resolvedFilename, String[] argv, String[] envp, String cwd, Boolean setCredentials, UInt32 userId, UInt32 groupId, UInt32[] groups, Int32& stdinFd, Int32& stdoutFd, Int32& stderrFd, Boolean usesTerminal, Boolean throwOnNoExec)
     at System.Diagnostics.Process.StartCore(ProcessStartInfo startInfo)
     at System.Diagnostics.Process.Start(ProcessStartInfo startInfo)
     at GodotTools.Utils.OS.RunProcess(String command, IEnumerable`1 arguments) in /run/build/godot-tools/modules/mono/editor/GodotTools/GodotTools/Utils/OS.cs:line 241
     at GodotTools.GodotSharpEditor.OpenInExternalEditor(Script script, Int32 line, Int32 col) in /run/build/godot-tools/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs:line 253
     at GodotTools.GodotSharpEditor.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in /run/build/godot-tools/modules/mono/editor/GodotTools/GodotTools/Godot.SourceGenerators/Godot.SourceGenerators.ScriptMethodsGenerator/GodotTools.GodotSharpEditor_ScriptMethods.generated.cs:line 160
     at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** args, Int32 argCount, godot_variant_call_error* refCallError, godot_variant* ret) in /run/build/godot-tools/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/CSharpInstanceBridge.cs:line 24
```
### Steps to reproduce

Make new project, add a scene and attach c# script.

in editor settings under dotnet:
External Editor = Custom
Custom Exec Path = path to bash file. example: "/home/username/remote_godot.sh
Custom Exec Path Args = {project}


The Bash file
```sh
#!/bin/dash

echo $1

# If there is no second argument from godot
if [ "$1" ==  "$0" ]; then
    gnome-terminal -- nvim
else
    gnome-terminal -- nvim $1
fi 
```
Also add execution rights to this file
in terminal: `chmod +x path_to_file.sh`

### Minimal reproduction project (MRP)

[project.zip](https://github.com/godotengine/godot/files/14569588/project.zip)