### 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.
ADD_SIGNAL(MethodInfo("stopped"));
	ADD_SIGNAL(MethodInfo("stop_requested"));
	ADD_SIGNAL(MethodInfo("stack_frame_selected", PropertyInfo(Variant::INT, "frame")));
	ADD_SIGNAL(MethodInfo("error_selected", PropertyInfo(Variant::INT, "error")));
	ADD_SIGNAL(MethodInfo("breakpoint_selected", PropertyInfo("script"), PropertyInfo(Variant::INT, "line")));
	ADD_SIGNAL(MethodInfo("set_execution", PropertyInfo("script"), PropertyInfo(Variant::INT, "line")));
	ADD_SIGNAL(MethodInfo("clear_execution", PropertyInfo("script")));
	ADD_SIGNAL(MethodInfo("breaked", PropertyInfo(Variant::BOOL, "reallydid"), PropertyInfo(Variant::BOOL, "can_debug"), PropertyInfo(Variant::STRING, "reason"), PropertyInfo(Variant::BOOL, "has_stackdump")));
	ADD_SIGNAL(MethodInfo("remote_object_requested", PropertyInfo(Variant::INT, "id")));
	ADD_SIGNAL(MethodInfo("remote_object_updated", PropertyInfo(Variant::INT, "id")));
	ADD_SIGNAL(MethodInfo("remote_object_property_updated", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::STRING, "property")));
	ADD_SIGNAL(MethodInfo("remote_tree_updated"));
	ADD_SIGNAL(MethodInfo("output"));
	ADD_SIGNAL(MethodInfo("stack_dump", PropertyInfo(Variant::ARRAY, "stack_dump")));
	ADD_SIGNAL(MethodInfo("stack_frame_vars", PropertyInfo(Variant::INT, "num_vars")));
	ADD_SIGNAL(MethodInfo("stack_frame_var", PropertyInfo(Variant::ARRAY, "data")));
	ADD_SIGNAL(MethodInfo("debug_data", PropertyInfo(Variant::STRING, "msg"), PropertyInfo(Variant::ARRAY, "data")));
	ADD_SIGNAL(MethodInfo("set_breakpoint", PropertyInfo("script"), PropertyInfo(Variant::INT, "line"), PropertyInfo(Variant::BOOL, "enabled")));
	ADD_SIGNAL(MethodInfo("clear_breakpoints"));
	ADD_SIGNAL(MethodInfo("errors_cleared"));
}
void ScriptEditorDebugger::add_debugger_tab(Control *p_control) {
	tabs->add_child(p_control);
}
void ScriptEditorDebugger::remove_debugger_tab(Control *p_control) {
	int idx = tabs->get_tab_idx_from_control(p_control);
	ERR_FAIL_COND(idx < 0);
	p_control->queue_free();
}
int ScriptEditorDebugger::get_current_debugger_tab() const {