### 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.
godot_transform2d raw_dest;
	Transform2D *dest = (Transform2D *)&raw_dest;
	memnew_placement(dest, Transform2D(p_self->operator Transform2D()));
	return raw_dest;
}
godot_vector4 godotsharp_variant_as_vector4(const Variant *p_self) {
	godot_vector4 raw_dest;
	Vector4 *dest = (Vector4 *)&raw_dest;
	memnew_placement(dest, Vector4(p_self->operator Vector4()));
	return raw_dest;
}
godot_vector4i godotsharp_variant_as_vector4i(const Variant *p_self) {
	godot_vector4i raw_dest;
	Vector4i *dest = (Vector4i *)&raw_dest;
	memnew_placement(dest, Vector4i(p_self->operator Vector4i()));
	return raw_dest;
}
godot_plane godotsharp_variant_as_plane(const Variant *p_self) {
	godot_plane raw_dest;
	Plane *dest = (Plane *)&raw_dest;
	memnew_placement(dest, Plane(p_self->operator Plane()));
	return raw_dest;
}
godot_quaternion godotsharp_variant_as_quaternion(const Variant *p_self) {
	godot_quaternion raw_dest;
	Quaternion *dest = (Quaternion *)&raw_dest;
	memnew_placement(dest, Quaternion(p_self->operator Quaternion()));
	return raw_dest;
}
godot_aabb godotsharp_variant_as_aabb(const Variant *p_self) {