### 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.
godot_aabb raw_dest;
	AABB *dest = (AABB *)&raw_dest;
	memnew_placement(dest, AABB(p_self->operator ::AABB()));
	return raw_dest;
}
godot_basis godotsharp_variant_as_basis(const Variant *p_self) {
	godot_basis raw_dest;
	Basis *dest = (Basis *)&raw_dest;
	memnew_placement(dest, Basis(p_self->operator Basis()));
	return raw_dest;
}
godot_transform3d godotsharp_variant_as_transform3d(const Variant *p_self) {
	godot_transform3d raw_dest;
	Transform3D *dest = (Transform3D *)&raw_dest;
	memnew_placement(dest, Transform3D(p_self->operator Transform3D()));
	return raw_dest;
}
godot_projection godotsharp_variant_as_projection(const Variant *p_self) {
	godot_projection raw_dest;
	Projection *dest = (Projection *)&raw_dest;
	memnew_placement(dest, Projection(p_self->operator Projection()));
	return raw_dest;
}
godot_color godotsharp_variant_as_color(const Variant *p_self) {
	godot_color raw_dest;
	Color *dest = (Color *)&raw_dest;
	memnew_placement(dest, Color(p_self->operator Color()));
	return raw_dest;
}
godot_string_name godotsharp_variant_as_string_name(const Variant *p_self) {