### 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.
*r_str = Variant(*p_self).operator String();
}
void godotsharp_string_simplify_path(const String *p_self, String *r_simplified_path) {
	memnew_placement(r_simplified_path, String(p_self->simplify_path()));
}
void godotsharp_string_to_camel_case(const String *p_self, String *r_camel_case) {
	memnew_placement(r_camel_case, String(p_self->to_camel_case()));
}
void godotsharp_string_to_pascal_case(const String *p_self, String *r_pascal_case) {
	memnew_placement(r_pascal_case, String(p_self->to_pascal_case()));
}
void godotsharp_string_to_snake_case(const String *p_self, String *r_snake_case) {
	memnew_placement(r_snake_case, String(p_self->to_snake_case()));
}
void godotsharp_node_path_get_as_property_path(const NodePath *p_ptr, NodePath *r_dest) {
	memnew_placement(r_dest, NodePath(p_ptr->get_as_property_path()));
}
void godotsharp_node_path_get_concatenated_names(const NodePath *p_self, String *r_subnames) {
	memnew_placement(r_subnames, String(p_self->get_concatenated_names()));
}
void godotsharp_node_path_get_concatenated_subnames(const NodePath *p_self, String *r_subnames) {
	memnew_placement(r_subnames, String(p_self->get_concatenated_subnames()));
}
void godotsharp_node_path_get_name(const NodePath *p_self, uint32_t p_idx, String *r_name) {
	memnew_placement(r_name, String(p_self->get_name(p_idx)));
}
int32_t godotsharp_node_path_get_name_count(const NodePath *p_self) {
	return p_self->get_name_count();
}
void godotsharp_node_path_get_subname(const NodePath *p_self, uint32_t p_idx, String *r_subname) {