### 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.
le_set = memnew(Button(TTR("Set From Tree")));
			lehb->add_child(le_set);
			le_clear = memnew(Button(TTR("Clear")));
			lehb->add_child(le_clear);
			info_left->add_child(lehb);
		}
		misc->add_child(memnew(VSeparator));
		HBoxContainer *buttons = memnew(HBoxContainer);
		export_csv = memnew(Button(TTR("Export measures as CSV")));
		export_csv->connect("pressed", callable_mp(this, &ScriptEditorDebugger::_export_csv));
		buttons->add_child(export_csv);
		misc->add_child(buttons);
	}
	msgdialog = memnew(AcceptDialog);
	add_child(msgdialog);
	live_debug = true;
	camera_override = CameraOverride::OVERRIDE_NONE;
	last_path_id = false;
	error_count = 0;
	warning_count = 0;
	_update_buttons_state();
}
ScriptEditorDebugger::~ScriptEditorDebugger() {
	if (peer.is_valid()) {
		peer->close();
		peer.unref();
	}
	memdelete(scene_tree);
}