### 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.
memnew_placement(r_name, StringName());
		return false;
	} else {
		*r_delegate_handle = { nullptr };
		*r_trampoline = nullptr;
		*r_object = ObjectDB::get_instance(p_callable->get_object_id());
		memnew_placement(r_name, StringName(p_callable->get_method()));
		return true;
	}
}
godot_variant godotsharp_callable_call(Callable *p_callable, const Variant **p_args, const int32_t p_arg_count, Callable::CallError *p_call_error) {
	godot_variant ret;
	memnew_placement(&ret, Variant);
	Variant *ret_val = (Variant *)&ret;
	p_callable->callp(p_args, p_arg_count, *ret_val, *p_call_error);
	return ret;
}
void godotsharp_callable_call_deferred(Callable *p_callable, const Variant **p_args, const int32_t p_arg_count) {
	p_callable->call_deferredp(p_args, p_arg_count);
}
godot_color godotsharp_color_from_ok_hsl(float p_h, float p_s, float p_l, float p_alpha) {
	godot_color ret;
	Color *dest = (Color *)&ret;
	memnew_placement(dest, Color(Color::from_ok_hsl(p_h, p_s, p_l, p_alpha)));
	return ret;
}
void godotsharp_method_bind_ptrcall(MethodBind *p_method_bind, Object *p_instance, const void **p_args, void *p_ret) {
	p_method_bind->ptrcall(p_instance, p_args, p_ret);
}
godot_variant godotsharp_method_bind_call(MethodBind *p_method_bind, Object *p_instance, const godot_variant **p_args, const int32_t p_arg_count, Callable::CallError *p_call_error) {