### 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.
_put_msg("reload_scripts", Array(), debugging_thread_id != Thread::UNASSIGNED_ID ? debugging_thread_id : Thread::MAIN_ID);
}
bool ScriptEditorDebugger::is_skip_breakpoints() {
	return skip_breakpoints_value;
}
void ScriptEditorDebugger::_error_activated() {
	TreeItem *selected = error_tree->get_selected();
	if (!selected) {
		return;
	}
	TreeItem *ci = selected->get_first_child();
	if (ci) {
		selected->set_collapsed(!selected->is_collapsed());
	}
}
void ScriptEditorDebugger::_error_selected() {
	TreeItem *selected = error_tree->get_selected();
	if (!selected) {
		return;
	}
	Array meta = selected->get_metadata(0);
	if (meta.size() == 0) {
		return;
	}
	emit_signal(SNAME("error_selected"), String(meta[0]), int(meta[1]));
}
void ScriptEditorDebugger::_expand_errors_list() {