### 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.
emit_signal(SNAME("debug_data"), p_msg, p_data);
	if (p_msg == "debug_enter") {
		ERR_FAIL_COND(p_data.size() != 4);
		ThreadDebugged td;
		td.name = p_data[3];
		td.error = p_data[1];
		td.can_debug = p_data[0];
		td.has_stackdump = p_data[2];
		td.thread_id = p_thread_id;
		static uint32_t order_inc = 0;
		td.debug_order = order_inc++;
		threads_debugged.insert(p_thread_id, td);
		if (threads_debugged.size() == 1) {
			
			debugging_thread_id = p_thread_id;
			_thread_debug_enter(p_thread_id);
			can_request_idle_draw = true;
			if (is_move_to_foreground()) {
				DisplayServer::get_singleton()->window_move_to_foreground();
			}
			profiler->set_enabled(false, false);
			visual_profiler->set_enabled(false);
		}
		_update_buttons_state();
	} else if (p_msg == "debug_exit") {
		threads_debugged.erase(p_thread_id);
		if (p_thread_id == debugging_thread_id) {
			_clear_execution();
			if (threads_debugged.size() == 0) {
				debugging_thread_id = Thread::UNASSIGNED_ID;