### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

windows 10 v4.0.3.stable.official [5222a99f5] - Compatibility

### Issue description

When renaming a node, Microsoft Pinyin input method cannot be switched to Chinese.
But nodes can actually be named in Chinese. We can only do this by copying strings from Notepad and pasting them into the renamed text box.
(It's worth noting that I used Shift to switch between Microsoft Pinyin and English.)

### Steps to reproduce

Rename a node

### Minimal reproduction project

none
SetPriorityClass(GetCurrentProcess(), ABOVE_NORMAL_PRIORITY_CLASS);
		DWORD index = 0;
		HANDLE handle = AvSetMmThreadCharacteristicsW(L"Games", &index);
		if (handle) {
			AvSetMmThreadPriority(handle, AVRT_PRIORITY_CRITICAL);
		}
		
		
		SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);
	}
	cursor_shape = CURSOR_ARROW;
	_update_real_mouse_position(MAIN_WINDOW_ID);
	r_error = OK;
	static_cast<OS_Windows *>(OS::get_singleton())->set_main_window(windows[MAIN_WINDOW_ID].hWnd);
	Input::get_singleton()->set_event_dispatch_function(_dispatch_input_events);
}
Vector<String> DisplayServerWindows::get_rendering_drivers_func() {
	Vector<String> drivers;
#ifdef VULKAN_ENABLED
	drivers.push_back("vulkan");
#endif
#ifdef GLES3_ENABLED
	drivers.push_back("opengl3");
#endif
	return drivers;
}
DisplayServer *DisplayServerWindows::create_func(const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Error &r_error) {