### 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.
p_self->append(*p_item);
	return p_self->size();
}
int32_t godotsharp_array_add_range(Array *p_self, const Array *p_collection) {
	p_self->append_array(*p_collection);
	return p_self->size();
}
int32_t godotsharp_array_binary_search(const Array *p_self, int32_t p_index, int32_t p_length, const Variant *p_value) {
	ERR_FAIL_COND_V(p_index < 0, -1);
	ERR_FAIL_COND_V(p_length < 0, -1);
	ERR_FAIL_COND_V(p_self->size() - p_index < p_length, -1);
	const Variant &value = *p_value;
	const Array &array = *p_self;
	int lo = p_index;
	int hi = p_index + p_length - 1;
	while (lo <= hi) {
		int mid = lo + ((hi - lo) >> 1);
		const Variant &mid_item = array[mid];
		if (mid_item == value) {
			return mid;
		}
		if (mid_item < value) {
			lo = mid + 1;
		} else {
			hi = mid - 1;
		}
	}
	return ~lo;
}
void godotsharp_array_duplicate(const Array *p_self, bool p_deep, Array *r_dest) {