### 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.
CSharpLanguage::tie_native_managed_to_unmanaged(p_gchandle_intptr, p_unmanaged, p_native_name, p_ref_counted);
}
void godotsharp_internal_tie_user_managed_to_unmanaged(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged, Ref<CSharpScript> *p_script, bool p_ref_counted) {
	CSharpLanguage::tie_user_managed_to_unmanaged(p_gchandle_intptr, p_unmanaged, p_script, p_ref_counted);
}
void godotsharp_internal_tie_managed_to_unmanaged_with_pre_setup(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged) {
	CSharpLanguage::tie_managed_to_unmanaged_with_pre_setup(p_gchandle_intptr, p_unmanaged);
}
void godotsharp_internal_new_csharp_script(Ref<CSharpScript> *r_dest) {
	memnew_placement(r_dest, Ref<CSharpScript>(memnew(CSharpScript)));
}
void godotsharp_internal_editor_file_system_update_file(const String *p_script_path) {
#if TOOLS_ENABLED
	
	
	EditorFileSystem *efs = EditorFileSystem::get_singleton();
	if (efs) {
		efs->update_file(*p_script_path);
	}
#else
	
	DEV_ASSERT(false);
#endif
}
bool godotsharp_internal_script_load(const String *p_path, Ref<CSharpScript> *r_dest) {