### Godot version

3.5.2 stable, 3.6 beta 1

### System information

Windows 11, all amd system, GLES3

### Issue description

Printed output says that the controller is in fact two controllers:
```
XInput Gamepad
Bluetooth LE XINPUT compatible input device
```
controllers of other makes only report as a single device (tested with nintendo pro controller, dual sense, steam deck)

Tested controllers:
- xbox elite controller
- xbox one s
- ~~haven't tested with xbox series controller, will report back when i have~~ Xbox series *(pink)* works fine

Effect:
- on a fresh new project it seems that the issue is only that the gamepad is reported as two
- in a project we are working on in godot 3.5.2, the double sent events propagate into the game (skips a button when going up for instance)

I am aware of https://github.com/godotengine/godot/issues/41684 and https://github.com/godotengine/godot/pull/71784 which mentions that a fix had been cherry picked, in my testing however the issue remains.

### Steps to reproduce

- create a simple ui scene with a couple of buttons
- add a script that prints the device name using: `print(Input.get_joy_name(event.device))` when event is InputEventJoypadButton in the _input function
- run the game and press a button on a bluetooth connected xbox gamepad

### Minimal reproduction project

N/A
ERR_FAIL_NULL_MSG(dinput, "DirectInput not initialized. Rebooting your PC may solve this issue.");
	DWORD dwResult;
	for (DWORD i = 0; i < XUSER_MAX_COUNT; i++) {
		ZeroMemory(&x_joypads[i].state, sizeof(XINPUT_STATE));
		dwResult = xinput_get_state(i, &x_joypads[i].state);
		if (dwResult == ERROR_SUCCESS) {
			int id = input->get_unused_joy_id();
			if (id != -1 && !x_joypads[i].attached) {
				x_joypads[i].attached = true;
				x_joypads[i].id = id;
				x_joypads[i].ff_timestamp = 0;
				x_joypads[i].ff_end_timestamp = 0;
				x_joypads[i].vibrating = false;
				attached_joypads[id] = true;
				input->joy_connection_changed(id, true, "XInput Gamepad", "__XINPUT_DEVICE__");
			}
		} else if (x_joypads[i].attached) {
			x_joypads[i].attached = false;
			attached_joypads[x_joypads[i].id] = false;
			input->joy_connection_changed(x_joypads[i].id, false, "");
		}
	}
	for (int i = 0; i < joypad_count; i++) {
		d_joypads[i].confirmed = false;
	}
	dinput->EnumDevices(DI8DEVCLASS_GAMECTRL, enumCallback, this, DIEDFL_ATTACHEDONLY);