### 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.
return p_self->rfind(*p_item, p_index);
}
void godotsharp_array_make_read_only(Array *p_self) {
	p_self->make_read_only();
}
void godotsharp_array_max(const Array *p_self, Variant *r_value) {
	*r_value = p_self->max();
}
void godotsharp_array_min(const Array *p_self, Variant *r_value) {
	*r_value = p_self->min();
}
void godotsharp_array_pick_random(const Array *p_self, Variant *r_value) {
	*r_value = p_self->pick_random();
}
bool godotsharp_array_recursive_equal(const Array *p_self, const Array *p_other) {
	return p_self->recursive_equal(*p_other, 0);
}
void godotsharp_array_remove_at(Array *p_self, int32_t p_index) {
	p_self->remove_at(p_index);
}
int32_t godotsharp_array_resize(Array *p_self, int32_t p_new_size) {
	return (int32_t)p_self->resize(p_new_size);
}
void godotsharp_array_reverse(Array *p_self) {
	p_self->reverse();
}
void godotsharp_array_shuffle(Array *p_self) {
	p_self->shuffle();
}
void godotsharp_array_slice(Array *p_self, int32_t p_start, int32_t p_end, int32_t p_step, bool p_deep, Array *r_dest) {