### 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_subname, String(p_self->get_subname(p_idx)));
}
int32_t godotsharp_node_path_get_subname_count(const NodePath *p_self) {
	return p_self->get_subname_count();
}
bool godotsharp_node_path_is_absolute(const NodePath *p_self) {
	return p_self->is_absolute();
}
bool godotsharp_node_path_equals(const NodePath *p_self, const NodePath *p_other) {
	return *p_self == *p_other;
}
int godotsharp_node_path_hash(const NodePath *p_self) {
	return p_self->hash();
}
void godotsharp_randomize() {
	Math::randomize();
}
uint32_t godotsharp_randi() {
	return Math::rand();
}
float godotsharp_randf() {
	return Math::randf();
}
int32_t godotsharp_randi_range(int32_t p_from, int32_t p_to) {
	return Math::random(p_from, p_to);
}
double godotsharp_randf_range(double p_from, double p_to) {
	return Math::random(p_from, p_to);
}
double godotsharp_randfn(double p_mean, double p_deviation) {