### 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 (data) {
			CSharpScriptBinding &script_binding = ((RBMap<Object *, CSharpScriptBinding>::Element *)data)->get();
			if (script_binding.inited) {
				if (!script_binding.gchandle.is_released()) {
					CSharpLanguage::release_binding_gchandle_thread_safe(p_gchandle_to_free, script_binding);
				}
			}
		}
	}
}
int32_t godotsharp_internal_signal_awaiter_connect(Object *p_source, StringName *p_signal, Object *p_target, GCHandleIntPtr p_awaiter_handle_ptr) {
	StringName signal = p_signal ? *p_signal : StringName();
	return (int32_t)gd_mono_connect_signal_awaiter(p_source, signal, p_target, p_awaiter_handle_ptr);
}
GCHandleIntPtr godotsharp_internal_unmanaged_get_script_instance_managed(Object *p_unmanaged, bool *r_has_cs_script_instance) {
#ifdef DEBUG_ENABLED
	CRASH_COND(!p_unmanaged);
	CRASH_COND(!r_has_cs_script_instance);
#endif
	if (p_unmanaged->get_script_instance()) {
		CSharpInstance *cs_instance = CAST_CSHARP_INSTANCE(p_unmanaged->get_script_instance());
		if (cs_instance) {
			*r_has_cs_script_instance = true;
			return cs_instance->get_gchandle_intptr();
		}
	}
	*r_has_cs_script_instance = false;
	return { nullptr };
}
GCHandleIntPtr godotsharp_internal_unmanaged_get_instance_binding_managed(Object *p_unmanaged) {