### Godot version

3.5.2 stable, 3.6 beta 1

### System information

Windows 11, all amd system, GLES3

### Issue description

Printed output says that the controller is in fact two controllers:
```
XInput Gamepad
Bluetooth LE XINPUT compatible input device
```
controllers of other makes only report as a single device (tested with nintendo pro controller, dual sense, steam deck)

Tested controllers:
- xbox elite controller
- xbox one s
- ~~haven't tested with xbox series controller, will report back when i have~~ Xbox series *(pink)* works fine

Effect:
- on a fresh new project it seems that the issue is only that the gamepad is reported as two
- in a project we are working on in godot 3.5.2, the double sent events propagate into the game (skips a button when going up for instance)

I am aware of https://github.com/godotengine/godot/issues/41684 and https://github.com/godotengine/godot/pull/71784 which mentions that a fix had been cherry picked, in my testing however the issue remains.

### Steps to reproduce

- create a simple ui scene with a couple of buttons
- add a script that prints the device name using: `print(Input.get_joy_name(event.device))` when event is InputEventJoypadButton in the _input function
- run the game and press a button on a bluetooth connected xbox gamepad

### Minimal reproduction project

N/A
xinput_get_state = &_xinput_get_state;
	xinput_set_state = &_xinput_set_state;
	bool legacy_xinput = false;
	xinput_dll = LoadLibrary("XInput1_4.dll");
	if (!xinput_dll) {
		xinput_dll = LoadLibrary("XInput1_3.dll");
		if (!xinput_dll) {
			xinput_dll = LoadLibrary("XInput9_1_0.dll");
			legacy_xinput = true;
		}
	}
	if (!xinput_dll) {
		print_verbose("Could not find XInput, using DirectInput only");
		return;
	}
	
	LPCSTR get_state_func_name = legacy_xinput ? "XInputGetState" : (LPCSTR)100;
	XInputGetState_t func = (XInputGetState_t)GetProcAddress((HMODULE)xinput_dll, get_state_func_name);
	XInputSetState_t set_func = (XInputSetState_t)GetProcAddress((HMODULE)xinput_dll, "XInputSetState");
	if (!func || !set_func) {
		unload_xinput();
		return;
	}
	xinput_get_state = func;
	xinput_set_state = set_func;
}
void JoypadWindows::unload_xinput() {