### 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.
memnew_placement(r_dest, Variant(*p_pv2a));
}
void godotsharp_variant_new_packed_vector3_array(godot_variant *r_dest, const PackedVector3Array *p_pv3a) {
	memnew_placement(r_dest, Variant(*p_pv3a));
}
void godotsharp_variant_new_packed_color_array(godot_variant *r_dest, const PackedColorArray *p_pca) {
	memnew_placement(r_dest, Variant(*p_pca));
}
bool godotsharp_variant_as_bool(const Variant *p_self) {
	return p_self->operator bool();
}
int64_t godotsharp_variant_as_int(const Variant *p_self) {
	return p_self->operator int64_t();
}
double godotsharp_variant_as_float(const Variant *p_self) {
	return p_self->operator double();
}
godot_string godotsharp_variant_as_string(const Variant *p_self) {
	godot_string raw_dest;
	String *dest = (String *)&raw_dest;
	memnew_placement(dest, String(p_self->operator String()));
	return raw_dest;
}
godot_vector2 godotsharp_variant_as_vector2(const Variant *p_self) {
	godot_vector2 raw_dest;
	Vector2 *dest = (Vector2 *)&raw_dest;
	memnew_placement(dest, Vector2(p_self->operator Vector2()));
	return raw_dest;
}
godot_vector2i godotsharp_variant_as_vector2i(const Variant *p_self) {