### 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.
ERR_FAIL_COND_V(!is_session_active() || p_frame < 0, false);
	Array msg;
	msg.push_back(p_frame);
	_put_msg("get_stack_frame_vars", msg, debugging_thread_id);
	return true;
}
void ScriptEditorDebugger::set_live_debugging(bool p_enable) {
	live_debug = p_enable;
}
void ScriptEditorDebugger::_live_edit_set() {
	if (!is_session_active() || !editor_remote_tree) {
		return;
	}
	TreeItem *ti = editor_remote_tree->get_selected();
	if (!ti) {
		return;
	}
	String path;
	while (ti) {
		String lp = ti->get_text(0);
		path = "/" + lp + path;
		ti = ti->get_parent();
	}
	NodePath np = path;
	EditorNode::get_singleton()->get_editor_data().set_edited_scene_live_edit_root(np);
	update_live_edit_root();
}
void ScriptEditorDebugger::_live_edit_clear() {