### 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_packed_array raw_dest;
	PackedColorArray *dest = (PackedColorArray *)&raw_dest;
	memnew_placement(dest, PackedColorArray(p_self->operator PackedColorArray()));
	return raw_dest;
}
bool godotsharp_variant_equals(const godot_variant *p_a, const godot_variant *p_b) {
	return *reinterpret_cast<const Variant *>(p_a) == *reinterpret_cast<const Variant *>(p_b);
}
void godotsharp_string_new_with_utf16_chars(String *r_dest, const char16_t *p_contents) {
	memnew_placement(r_dest, String());
	r_dest->parse_utf16(p_contents);
}
void godotsharp_string_name_new_copy(StringName *r_dest, const StringName *p_src) {
	memnew_placement(r_dest, StringName(*p_src));
}
void godotsharp_node_path_new_copy(NodePath *r_dest, const NodePath *p_src) {
	memnew_placement(r_dest, NodePath(*p_src));
}
void godotsharp_array_new(Array *r_dest) {
	memnew_placement(r_dest, Array);
}
void godotsharp_array_new_copy(Array *r_dest, const Array *p_src) {
	memnew_placement(r_dest, Array(*p_src));
}
godot_variant *godotsharp_array_ptrw(godot_array *p_self) {