### 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()
```
#include "java_godot_wrapper.h"
#include "jni_utils.h"
#include "net_socket_android.h"
#include "os_android.h"
#include "string_android.h"
#include "thread_jandroid.h"
#include "tts_android.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/input/input.h"
#include "main/main.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif
#include <android/asset_manager_jni.h>
#include <android/input.h>
#include <android/native_window_jni.h>
#include <unistd.h>
static JavaClassWrapper *java_class_wrapper = nullptr;
static OS_Android *os_android = nullptr;
static AndroidInputHandler *input_handler = nullptr;
static GodotJavaWrapper *godot_java = nullptr;
static GodotIOJavaWrapper *godot_io_java = nullptr;
static SafeNumeric<int> step; 
static Size2 new_size;
static Vector3 accelerometer;
static Vector3 gravity;
static Vector3 magnetometer;
static Vector3 gyroscope;
static void _terminate(JNIEnv *env, bool p_restart = false) {