### 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.
const bool active = is_session_active();
	const bool has_editor_tree = active && editor_remote_tree && editor_remote_tree->get_selected();
	vmem_refresh->set_disabled(!active);
	step->set_disabled(!active || !is_breaked() || !is_debuggable());
	next->set_disabled(!active || !is_breaked() || !is_debuggable());
	copy->set_disabled(!active || !is_breaked());
	docontinue->set_disabled(!active || !is_breaked());
	dobreak->set_disabled(!active || is_breaked());
	le_clear->set_disabled(!active);
	le_set->set_disabled(!has_editor_tree);
	thread_list_updating = true;
	LocalVector<ThreadDebugged *> threadss;
	for (KeyValue<uint64_t, ThreadDebugged> &I : threads_debugged) {
		threadss.push_back(&I.value);
	}
	threadss.sort_custom<ThreadSort>();
	threads->clear();
	int32_t selected_index = -1;
	for (uint32_t i = 0; i < threadss.size(); i++) {
		if (debugging_thread_id == threadss[i]->thread_id) {
			selected_index = i;
		}
		threads->add_item(threadss[i]->name);
		threads->set_item_metadata(threads->get_item_count() - 1, threadss[i]->thread_id);
	}
	if (selected_index != -1) {
		threads->select(selected_index);
	}
	thread_list_updating = false;