### 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.
return scene_tree;
}
void ScriptEditorDebugger::update_remote_object(ObjectID p_obj_id, const String &p_prop, const Variant &p_value) {
	Array msg;
	msg.push_back(p_obj_id);
	msg.push_back(p_prop);
	msg.push_back(p_value);
	_put_msg("scene:set_object_property", msg);
}
void ScriptEditorDebugger::request_remote_object(ObjectID p_obj_id) {
	ERR_FAIL_COND(p_obj_id.is_null());
	Array msg;
	msg.push_back(p_obj_id);
	_put_msg("scene:inspect_object", msg);
}
Object *ScriptEditorDebugger::get_remote_object(ObjectID p_id) {
	return inspector->get_object(p_id);
}
void ScriptEditorDebugger::_remote_object_selected(ObjectID p_id) {
	emit_signal(SNAME("remote_object_requested"), p_id);
}
void ScriptEditorDebugger::_remote_object_edited(ObjectID p_id, const String &p_prop, const Variant &p_value) {
	update_remote_object(p_id, p_prop, p_value);
	request_remote_object(p_id);
}
void ScriptEditorDebugger::_remote_object_property_updated(ObjectID p_id, const String &p_property) {
	emit_signal(SNAME("remote_object_property_updated"), p_id, p_property);
}
void ScriptEditorDebugger::_video_mem_request() {