### 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.
Ref<FileAccess> file = FileAccess::open(p_file, FileAccess::WRITE, &err);
			if (err != OK) {
				ERR_PRINT("Failed to open " + p_file);
				return;
			}
			Vector<String> headers;
			headers.resize(vmem_tree->get_columns());
			for (int i = 0; i < vmem_tree->get_columns(); ++i) {
				headers.write[i] = vmem_tree->get_column_title(i);
			}
			file->store_csv_line(headers);
			if (vmem_tree->get_root()) {
				TreeItem *ti = vmem_tree->get_root()->get_first_child();
				while (ti) {
					Vector<String> values;
					values.resize(vmem_tree->get_columns());
					for (int i = 0; i < vmem_tree->get_columns(); ++i) {
						values.write[i] = ti->get_text(i);
					}
					file->store_csv_line(values);
					ti = ti->get_next();
				}
			}
		} break;
	}
}
void ScriptEditorDebugger::request_remote_tree() {
	_put_msg("scene:request_scene_tree", Array());
}
const SceneDebuggerTree *ScriptEditorDebugger::get_remote_tree() {