### 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_variant ret;
	memnew_placement(&ret, Variant());
	Variant *ret_val = (Variant *)&ret;
	*ret_val = p_method_bind->call(p_instance, (const Variant **)p_args, p_arg_count, *p_call_error);
	return ret;
}
void godotsharp_variant_new_copy(godot_variant *r_dest, const Variant *p_src) {
	memnew_placement(r_dest, Variant(*p_src));
}
void godotsharp_variant_new_string_name(godot_variant *r_dest, const StringName *p_s) {
	memnew_placement(r_dest, Variant(*p_s));
}
void godotsharp_variant_new_node_path(godot_variant *r_dest, const NodePath *p_np) {
	memnew_placement(r_dest, Variant(*p_np));
}
void godotsharp_variant_new_object(godot_variant *r_dest, const Object *p_obj) {
	memnew_placement(r_dest, Variant(p_obj));
}
void godotsharp_variant_new_transform2d(godot_variant *r_dest, const Transform2D *p_t2d) {
	memnew_placement(r_dest, Variant(*p_t2d));
}
void godotsharp_variant_new_basis(godot_variant *r_dest, const Basis *p_basis) {
	memnew_placement(r_dest, Variant(*p_basis));
}
void godotsharp_variant_new_transform3d(godot_variant *r_dest, const Transform3D *p_trans) {
	memnew_placement(r_dest, Variant(*p_trans));
}
void godotsharp_variant_new_projection(godot_variant *r_dest, const Projection *p_proj) {