### 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.
} else {
				
				uint32_t min_order = 0xFFFFFFFF;
				uint64_t next_thread = Thread::UNASSIGNED_ID;
				for (KeyValue<uint64_t, ThreadDebugged> T : threads_debugged) {
					if (T.value.debug_order < min_order) {
						min_order = T.value.debug_order;
						next_thread = T.key;
					}
				}
				debugging_thread_id = next_thread;
			}
			if (debugging_thread_id == Thread::UNASSIGNED_ID) {
				
				profiler->set_enabled(true, false);
				profiler->disable_seeking();
				visual_profiler->set_enabled(true);
				_set_reason_text(TTR("Execution resumed."), MESSAGE_SUCCESS);
				emit_signal(SNAME("breaked"), false, false, "", false);
				_update_buttons_state();
			} else {
				_thread_debug_enter(debugging_thread_id);
			}
		} else {
			_update_buttons_state();
		}
	} else if (p_msg == "set_pid") {
		ERR_FAIL_COND(p_data.size() < 1);
		remote_pid = p_data[0];
	} else if (p_msg == "scene:click_ctrl") {