### Godot version

v4.1.stable.mono.official [970459615]

### System information

Godot v4.1.stable.mono - macOS 13.4.1 - Vulkan (Mobile) - dedicated AMD Radeon Pro 5300M - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

When polling for an InputAction that does not exist from C#, Godot produces the following error, which is so long that it is impossible to read on a normal display.
```
E 0:00:01:0823   Godot.NativeInterop.NativeFuncs.generated.cs:345 @ void Godot.NativeInterop.NativeFuncs.godotsharp_method_bind_ptrcall(IntPtr , IntPtr , System.Void** , System.Void* ): The InputMap action "Jump" doesn't exist.
```
The expected error in this case would be something along the lines of
```
Error: The InputMap action "Jump" doesn't exist.
```
But instead this is what the console ends up looking like:
<img width="1037" alt="image" src="https://github.com/godotengine/godot/assets/44267994/a64f7c29-706a-4b91-acab-09bf1ee789e5">


### Steps to reproduce

Poll an Action that does not exist in C#:
```
Input.GetActionStrength(action_name);
```
The resulting error should be very difficult to parse.

### Minimal reproduction project

This is a very simple error to reproduce (simply poll for a nonexistent Action with C#) so I don't think a reproduction project is necessary.
Ref<Resource> res = ResourceLoader::load(*p_path);
	if (res.is_valid()) {
		memnew_placement(r_dest, Ref<CSharpScript>(res));
		return true;
	} else {
		memnew_placement(r_dest, Ref<CSharpScript>());
		return false;
	}
}
void godotsharp_internal_reload_registered_script(CSharpScript *p_script) {
	CRASH_COND(!p_script);
	CSharpScript::reload_registered_script(Ref<CSharpScript>(p_script));
}
void godotsharp_array_filter_godot_objects_by_native(StringName *p_native_name, const Array *p_input, Array *r_output) {
	memnew_placement(r_output, Array);
	for (int i = 0; i < p_input->size(); ++i) {
		if (ClassDB::is_parent_class(((Object *)(*p_input)[i])->get_class(), *p_native_name)) {
			r_output->push_back(p_input[i]);
		}
	}
}
void godotsharp_array_filter_godot_objects_by_non_native(const Array *p_input, Array *r_output) {