### 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.
error->set_text(0, time);
		error->set_text_alignment(0, HORIZONTAL_ALIGNMENT_LEFT);
		const Color color = get_theme_color(oe.warning ? SNAME("warning_color") : SNAME("error_color"), SNAME("Editor"));
		error->set_custom_color(0, color);
		error->set_custom_color(1, color);
		String error_title;
		if (oe.callstack.size() > 0) {
			
			error_title = _format_frame_text(&oe.callstack[0]) + ": ";
		} else if (!oe.source_func.is_empty()) {
			
			error_title += oe.source_func + ": ";
		}
		
		
		error_title += oe.error_descr.is_empty() ? oe.error : oe.error_descr;
		error->set_text(1, error_title);
		tooltip += " " + error_title + "\n";
		
		String source_language_name = "C++"; 
		const String source_file_extension = oe.source_file.get_extension();
		for (int i = 0; i < ScriptServer::get_language_count(); ++i) {
			ScriptLanguage *script_language = ScriptServer::get_language(i);
			if (source_file_extension == script_language->get_extension()) {
				source_language_name = script_language->get_name();
				break;
			}
		}
		if (!oe.error_descr.is_empty()) {