### 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.
memnew_placement(r_dest, Array(p_self->slice(p_start, p_end, p_step, p_deep)));
}
void godotsharp_array_sort(Array *p_self) {
	p_self->sort();
}
void godotsharp_array_to_string(const Array *p_self, String *r_str) {
	*r_str = Variant(*p_self).operator String();
}
bool godotsharp_dictionary_try_get_value(const Dictionary *p_self, const Variant *p_key, Variant *r_value) {
	const Variant *ret = p_self->getptr(*p_key);
	if (ret == nullptr) {
		memnew_placement(r_value, Variant());
		return false;
	}
	memnew_placement(r_value, Variant(*ret));
	return true;
}
void godotsharp_dictionary_set_value(Dictionary *p_self, const Variant *p_key, const Variant *p_value) {
	p_self->operator[](*p_key) = *p_value;
}
void godotsharp_dictionary_keys(const Dictionary *p_self, Array *r_dest) {
	memnew_placement(r_dest, Array(p_self->keys()));
}
void godotsharp_dictionary_values(const Dictionary *p_self, Array *r_dest) {
	memnew_placement(r_dest, Array(p_self->values()));
}
int32_t godotsharp_dictionary_count(const Dictionary *p_self) {
	return p_self->size();
}
void godotsharp_dictionary_key_value_pair_at(const Dictionary *p_self, int32_t p_index, Variant *r_key, Variant *r_value) {