### 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.
#include "runtime_interop.h"
#include "../csharp_script.h"
#include "../interop_types.h"
#include "../managed_callable.h"
#include "../mono_gd/gd_mono_cache.h"
#include "../signal_awaiter_utils.h"
#include "../utils/path_utils.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
#include "core/debugger/script_debugger.h"
#include "core/io/marshalls.h"
#include "core/object/class_db.h"
#include "core/object/method_bind.h"
#include "core/os/os.h"
#include "core/string/string_name.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_file_system.h"
#endif
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(SafeRefCount) == sizeof(uint32_t));
typedef Object *(*godotsharp_class_creation_func)();
bool godotsharp_dotnet_module_is_initialized() {
	return GDMono::get_singleton()->is_initialized();
}
MethodBind *godotsharp_method_bind_get_method(const StringName *p_classname, const StringName *p_methodname) {