How do I track down were the problematic node is if the call stack doesn't tell me much?

I am also having problems with the fact I cannot select variables in the inspector to select the node from the remote section of the debugger. This helps me visualize the scene tree. Is this no longer a feature in Godot or is this a setting I need to enable?

Couldn't find a way to automatically highlight the offending node. From the script's perspective this is not even a runtime error but rather a sort of compile time error. Check the remote tree and you'll see that no nodes have been created up to the time the error is thrown. So there's no runtime context the debugger can point you to.

This may be worth a feature request.