### 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, Variant(*p_proj));
}
void godotsharp_variant_new_aabb(godot_variant *r_dest, const AABB *p_aabb) {
	memnew_placement(r_dest, Variant(*p_aabb));
}
void godotsharp_variant_new_dictionary(godot_variant *r_dest, const Dictionary *p_dict) {
	memnew_placement(r_dest, Variant(*p_dict));
}
void godotsharp_variant_new_array(godot_variant *r_dest, const Array *p_arr) {
	memnew_placement(r_dest, Variant(*p_arr));
}
void godotsharp_variant_new_packed_byte_array(godot_variant *r_dest, const PackedByteArray *p_pba) {
	memnew_placement(r_dest, Variant(*p_pba));
}
void godotsharp_variant_new_packed_int32_array(godot_variant *r_dest, const PackedInt32Array *p_pia) {
	memnew_placement(r_dest, Variant(*p_pia));
}
void godotsharp_variant_new_packed_int64_array(godot_variant *r_dest, const PackedInt64Array *p_pia) {
	memnew_placement(r_dest, Variant(*p_pia));
}
void godotsharp_variant_new_packed_float32_array(godot_variant *r_dest, const PackedFloat32Array *p_pra) {
	memnew_placement(r_dest, Variant(*p_pra));
}
void godotsharp_variant_new_packed_float64_array(godot_variant *r_dest, const PackedFloat64Array *p_pra) {
	memnew_placement(r_dest, Variant(*p_pra));
}
void godotsharp_variant_new_packed_string_array(godot_variant *r_dest, const PackedStringArray *p_psa) {
	memnew_placement(r_dest, Variant(*p_psa));
}
void godotsharp_variant_new_packed_vector2_array(godot_variant *r_dest, const PackedVector2Array *p_pv2a) {