### 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 EngineDebugger::is_active();
}
GCHandleIntPtr godotsharp_internal_object_get_associated_gchandle(Object *p_ptr) {
#ifdef DEBUG_ENABLED
	CRASH_COND(p_ptr == nullptr);
#endif
	if (p_ptr->get_script_instance()) {
		CSharpInstance *cs_instance = CAST_CSHARP_INSTANCE(p_ptr->get_script_instance());
		if (cs_instance) {
			if (!cs_instance->is_destructing_script_instance()) {
				return cs_instance->get_gchandle_intptr();
			}
			return { nullptr };
		}
	}
	void *data = CSharpLanguage::get_existing_instance_binding(p_ptr);
	if (data) {
		CSharpScriptBinding &script_binding = ((RBMap<Object *, CSharpScriptBinding>::Element *)data)->get();
		if (script_binding.inited) {
			MonoGCHandleData &gchandle = script_binding.gchandle;
			return !gchandle.is_released() ? gchandle.get_intptr() : GCHandleIntPtr{ nullptr };
		}
	}
	return { nullptr };
}
void godotsharp_internal_object_disposed(Object *p_ptr, GCHandleIntPtr p_gchandle_to_free) {