### 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()
```
Ref<InputEventPanGesture> pan_event;
	pan_event.instantiate();
	_set_key_modifier_state(pan_event, Key::NONE);
	pan_event->set_position(p_pos);
	pan_event->set_delta(p_delta);
	Input::get_singleton()->parse_input_event(pan_event);
}
MouseButton AndroidInputHandler::_button_index_from_mask(BitField<MouseButtonMask> button_mask) {
	switch (MouseButtonMask(button_mask.operator int64_t())) {
		case MouseButtonMask::LEFT:
			return MouseButton::LEFT;
		case MouseButtonMask::RIGHT:
			return MouseButton::RIGHT;
		case MouseButtonMask::MIDDLE:
			return MouseButton::MIDDLE;
		case MouseButtonMask::MB_XBUTTON1:
			return MouseButton::MB_XBUTTON1;
		case MouseButtonMask::MB_XBUTTON2:
			return MouseButton::MB_XBUTTON2;
		default:
			return MouseButton::NONE;
	}
}
BitField<MouseButtonMask> AndroidInputHandler::_android_button_mask_to_godot_button_mask(int android_button_mask) {