### 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.
godot_string_name raw_dest;
	StringName *dest = (StringName *)&raw_dest;
	memnew_placement(dest, StringName(p_self->operator StringName()));
	return raw_dest;
}
godot_node_path godotsharp_variant_as_node_path(const Variant *p_self) {
	godot_node_path raw_dest;
	NodePath *dest = (NodePath *)&raw_dest;
	memnew_placement(dest, NodePath(p_self->operator NodePath()));
	return raw_dest;
}
godot_rid godotsharp_variant_as_rid(const Variant *p_self) {
	godot_rid raw_dest;
	RID *dest = (RID *)&raw_dest;
	memnew_placement(dest, RID(p_self->operator ::RID()));
	return raw_dest;
}
godot_callable godotsharp_variant_as_callable(const Variant *p_self) {
	godot_callable raw_dest;
	Callable *dest = (Callable *)&raw_dest;
	memnew_placement(dest, Callable(p_self->operator Callable()));
	return raw_dest;
}
godot_signal godotsharp_variant_as_signal(const Variant *p_self) {
	godot_signal raw_dest;
	Signal *dest = (Signal *)&raw_dest;
	memnew_placement(dest, Signal(p_self->operator Signal()));
	return raw_dest;
}
godot_dictionary godotsharp_variant_as_dictionary(const Variant *p_self) {