### 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.
if (live_debug) {
		Array msg;
		msg.push_back(p_parent);
		msg.push_back(p_path);
		msg.push_back(p_name);
		_put_msg("scene:live_instantiate_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_remove_node(const NodePath &p_at) {
	if (live_debug) {
		Array msg;
		msg.push_back(p_at);
		_put_msg("scene:live_remove_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_remove_and_keep_node(const NodePath &p_at, ObjectID p_keep_id) {
	if (live_debug) {
		Array msg;
		msg.push_back(p_at);
		msg.push_back(p_keep_id);
		_put_msg("scene:live_remove_and_keep_node", msg);
	}
}
void ScriptEditorDebugger::live_debug_restore_node(ObjectID p_id, const NodePath &p_at, int p_at_pos) {