### 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.
#endif
static const void *unmanaged_callbacks[]{
	(void *)godotsharp_dotnet_module_is_initialized,
	(void *)godotsharp_method_bind_get_method,
	(void *)godotsharp_get_class_constructor,
	(void *)godotsharp_engine_get_singleton,
	(void *)godotsharp_stack_info_vector_resize,
	(void *)godotsharp_stack_info_vector_destroy,
	(void *)godotsharp_internal_editor_file_system_update_file,
	(void *)godotsharp_internal_script_debugger_send_error,
	(void *)godotsharp_internal_script_debugger_is_active,
	(void *)godotsharp_internal_object_get_associated_gchandle,
	(void *)godotsharp_internal_object_disposed,
	(void *)godotsharp_internal_refcounted_disposed,
	(void *)godotsharp_internal_signal_awaiter_connect,
	(void *)godotsharp_internal_tie_native_managed_to_unmanaged,
	(void *)godotsharp_internal_tie_user_managed_to_unmanaged,
	(void *)godotsharp_internal_tie_managed_to_unmanaged_with_pre_setup,
	(void *)godotsharp_internal_unmanaged_get_script_instance_managed,
	(void *)godotsharp_internal_unmanaged_get_instance_binding_managed,
	(void *)godotsharp_internal_unmanaged_instance_binding_create_managed,
	(void *)godotsharp_internal_new_csharp_script,
	(void *)godotsharp_internal_script_load,
	(void *)godotsharp_internal_reload_registered_script,
	(void *)godotsharp_array_filter_godot_objects_by_native,
	(void *)godotsharp_array_filter_godot_objects_by_non_native,
	(void *)godotsharp_ref_new_from_ref_counted_ptr,
	(void *)godotsharp_ref_destroy,
	(void *)godotsharp_string_name_new_from_string,
	(void *)godotsharp_node_path_new_from_string,