### 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.
TreeItem *selected = breakpoints_tree->get_selected();
	if (selected->has_meta("line")) {
		emit_signal(SNAME("breakpoint_selected"), selected->get_parent()->get_text(0), int(selected->get_meta("line")));
	}
}
String ScriptEditorDebugger::_format_frame_text(const ScriptLanguage::StackInfo *info) {
	String text = info->file.get_file() + ":" + itos(info->line) + " @ " + info->func;
	if (!text.ends_with(")")) {
		text += "()";
	}
	return text;
}
void ScriptEditorDebugger::start(Ref<RemoteDebuggerPeer> p_peer) {
	_clear_errors_list();
	stop();
	profiler->set_enabled(true, true);
	visual_profiler->set_enabled(true);
	peer = p_peer;
	ERR_FAIL_COND(p_peer.is_null());
	performance_profiler->reset();
	set_process(true);
	camera_override = CameraOverride::OVERRIDE_NONE;
	tabs->set_current_tab(0);
	_set_reason_text(TTR("Debug session started."), MESSAGE_SUCCESS);
	_update_buttons_state();
	emit_signal(SNAME("started"));
}
void ScriptEditorDebugger::_update_buttons_state() {