Until the introduction of the C++ REPL, there was always a single REPL
language. Several places relied on this assumption through
repl_languages.GetSingularLanguage. Now that this is no longer the case,
we need a way to specify a selected/preferred REPL language. This patch
does that with the help of a debugger property, taking inspiration from
how we store the scripting language.
Differential revision: https://reviews.llvm.org/D116697