### 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()
```
ev->set_button_mask(event_buttons_mask);
			Input::get_singleton()->parse_input_event(ev);
		} break;
		case AMOTION_EVENT_ACTION_SCROLL: {
			Ref<InputEventMouseButton> ev;
			ev.instantiate();
			_set_key_modifier_state(ev, Key::NONE);
			if (p_source_mouse_relative) {
				ev->set_position(hover_prev_pos);
				ev->set_global_position(hover_prev_pos);
			} else {
				ev->set_position(p_event_pos);
				ev->set_global_position(p_event_pos);
			}
			ev->set_pressed(true);
			buttons_state = event_buttons_mask;
			if (p_delta.y > 0) {
				_wheel_button_click(event_buttons_mask, ev, MouseButton::WHEEL_UP, p_delta.y);
			} else if (p_delta.y < 0) {
				_wheel_button_click(event_buttons_mask, ev, MouseButton::WHEEL_DOWN, -p_delta.y);
			}
			if (p_delta.x > 0) {
				_wheel_button_click(event_buttons_mask, ev, MouseButton::WHEEL_RIGHT, p_delta.x);
			} else if (p_delta.x < 0) {
				_wheel_button_click(event_buttons_mask, ev, MouseButton::WHEEL_LEFT, -p_delta.x);
			}
		} break;
	}
}
void AndroidInputHandler::_wheel_button_click(BitField<MouseButtonMask> event_buttons_mask, const Ref<InputEventMouseButton> &ev, MouseButton wheel_button, float factor) {