### 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 Math::randfn(p_mean, p_deviation);
}
void godotsharp_seed(uint64_t p_seed) {
	Math::seed(p_seed);
}
uint32_t godotsharp_rand_from_seed(uint64_t p_seed, uint64_t *r_new_seed) {
	uint32_t ret = Math::rand_from_seed(&p_seed);
	*r_new_seed = p_seed;
	return ret;
}
void godotsharp_weakref(Object *p_ptr, Ref<RefCounted> *r_weak_ref) {
	if (!p_ptr) {
		return;
	}
	Ref<WeakRef> wref;
	RefCounted *rc = Object::cast_to<RefCounted>(p_ptr);
	if (rc) {
		Ref<RefCounted> r = rc;
		if (!r.is_valid()) {
			return;
		}
		wref.instantiate();
		wref->set_ref(r);
	} else {
		wref.instantiate();
		wref->set_obj(p_ptr);
	}
	memnew_placement(r_weak_ref, Ref<RefCounted>(wref));
}
void godotsharp_print(const godot_string *p_what) {