### 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.
CRASH_COND(gchandle.get_intptr().value != p_old_gchandle.value);
	CSharpLanguage::get_singleton()->release_script_gchandle(gchandle);
	script_binding.inited = false;
	
#ifdef DEBUG_ENABLED
	CRASH_COND(script_binding.type_name == StringName());
#endif
	bool parent_is_object_class = ClassDB::is_parent_class(p_unmanaged->get_class_name(), script_binding.type_name);
	ERR_FAIL_COND_V_MSG(!parent_is_object_class, { nullptr },
			"Type inherits from native type '" + script_binding.type_name + "', so it can't be instantiated in object of type: '" + p_unmanaged->get_class() + "'.");
	GCHandleIntPtr strong_gchandle =
			GDMonoCache::managed_callbacks.ScriptManagerBridge_CreateManagedForGodotObjectBinding(
					&script_binding.type_name, p_unmanaged);
	ERR_FAIL_NULL_V(strong_gchandle.value, { nullptr });
	gchandle = MonoGCHandleData(strong_gchandle, gdmono::GCHandleType::STRONG_HANDLE);
	script_binding.inited = true;
	
	RefCounted *rc = Object::cast_to<RefCounted>(p_unmanaged);
	if (rc) {
		
		
		
		
		rc->reference();
		CSharpLanguage::get_singleton()->post_unsafe_reference(rc);
	}
	return gchandle.get_intptr();
}
void godotsharp_internal_tie_native_managed_to_unmanaged(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged, const StringName *p_native_name, bool p_ref_counted) {