### Godot version

4

### System information

Android 13

### Issue description

If I go in my game, godot seem to not see the keyboard. I saw my script for errors, but it seem correct. I used a script for move the characters as people show in the tutorials, so it should be correct and I saw it many times. there aren't sinctasys errors.
Godot don't move the characters with bluetooth keyboard.
I went to settings of the projects - imputs for add the buttons to "up, down, left, right". Godot took my buttons, but as physics button. And even in this way the character doesn't move.

### Steps to reproduce

Connect a keyboard.

Create the basic script.

Start the game.

### Minimal reproduction project

This was the script

```gdscript
extends CharacterBody2D
@export var speed: int = 35
func handleInput():
	var moveDirection = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
	velocity = moveDirection*speed
	
func _physics_process(delta):
		handleInput()
		move_and_slide()
```
switch (p_event.type) {
		case JOY_EVENT_BUTTON:
			Input::get_singleton()->joy_button(p_event.device, (JoyButton)p_event.index, p_event.pressed);
			break;
		case JOY_EVENT_AXIS:
			Input::get_singleton()->joy_axis(p_event.device, (JoyAxis)p_event.index, p_event.value);
			break;
		case JOY_EVENT_HAT:
			Input::get_singleton()->joy_hat(p_event.device, p_event.hat);
			break;
		default:
			return;
	}
}
void AndroidInputHandler::_set_key_modifier_state(Ref<InputEventWithModifiers> ev, Key p_keycode) {
	if (p_keycode != Key::SHIFT) {
		ev->set_shift_pressed(shift_mem);
	}
	if (p_keycode != Key::ALT) {
		ev->set_alt_pressed(alt_mem);
	}
	if (p_keycode != Key::META) {
		ev->set_meta_pressed(meta_mem);
	}
	if (p_keycode != Key::CTRL) {
		ev->set_ctrl_pressed(control_mem);
	}
}
void AndroidInputHandler::process_key_event(int p_physical_keycode, int p_unicode, int p_key_label, bool p_pressed) {