### 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 ClassDB::get_method(*p_classname, *p_methodname);
}
godotsharp_class_creation_func godotsharp_get_class_constructor(const StringName *p_classname) {
	ClassDB::ClassInfo *class_info = ClassDB::classes.getptr(*p_classname);
	if (class_info) {
		return class_info->creation_func;
	}
	return nullptr;
}
Object *godotsharp_engine_get_singleton(const String *p_name) {
	return Engine::get_singleton()->get_singleton_object(*p_name);
}
int32_t godotsharp_stack_info_vector_resize(
		Vector<ScriptLanguage::StackInfo> *p_stack_info_vector, int p_size) {
	return (int32_t)p_stack_info_vector->resize(p_size);
}
void godotsharp_stack_info_vector_destroy(
		Vector<ScriptLanguage::StackInfo> *p_stack_info_vector) {
	p_stack_info_vector->~Vector();
}
void godotsharp_internal_script_debugger_send_error(const String *p_func,
		const String *p_file, int32_t p_line, const String *p_err, const String *p_descr,
		bool p_warning, const Vector<ScriptLanguage::StackInfo> *p_stack_info_vector) {
	const String file = ProjectSettings::get_singleton()->localize_path(p_file->simplify_path());
	EngineDebugger::get_script_debugger()->send_error(*p_func, file, p_line, *p_err, *p_descr,
			true, p_warning ? ERR_HANDLER_WARNING : ERR_HANDLER_ERROR, *p_stack_info_vector);
}
bool godotsharp_internal_script_debugger_is_active() {