### 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.
}
		
		
		
		const ScriptLanguage::StackInfo *infos = oe.callstack.ptr();
		for (unsigned int i = 0; i < (unsigned int)oe.callstack.size(); i++) {
			TreeItem *stack_trace = error_tree->create_item(error);
			Array meta;
			meta.push_back(infos[i].file);
			meta.push_back(infos[i].line);
			stack_trace->set_metadata(0, meta);
			if (i == 0) {
				stack_trace->set_text(0, "<" + TTR("Stack Trace") + ">");
				stack_trace->set_text_alignment(0, HORIZONTAL_ALIGNMENT_LEFT);
				error->set_metadata(0, meta);
				tooltip += TTR("Stack Trace:") + "\n";
			}
			String frame_txt = _format_frame_text(&infos[i]);
			tooltip += frame_txt + "\n";
			stack_trace->set_text(1, frame_txt);
		}
		error->set_tooltip_text(0, tooltip);
		error->set_tooltip_text(1, tooltip);
		if (warning_count == 0 && error_count == 0) {
			expand_all_button->set_disabled(false);
			collapse_all_button->set_disabled(false);
			clear_button->set_disabled(false);
		}
		if (oe.warning) {
			warning_count++;