### 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()
```
_parse_mouse_event_info(BitField<MouseButtonMask>(), false, false, false, p_source_mouse_relative);
	mouse_event_info.valid = false;
}
void AndroidInputHandler::process_mouse_event(int p_event_action, int p_event_android_buttons_mask, Point2 p_event_pos, Vector2 p_delta, bool p_double_click, bool p_source_mouse_relative) {
	BitField<MouseButtonMask> event_buttons_mask = _android_button_mask_to_godot_button_mask(p_event_android_buttons_mask);
	switch (p_event_action) {
		case AMOTION_EVENT_ACTION_HOVER_MOVE: 
		case AMOTION_EVENT_ACTION_HOVER_ENTER: 
		case AMOTION_EVENT_ACTION_HOVER_EXIT: { 
			
			Ref<InputEventMouseMotion> ev;
			ev.instantiate();
			_set_key_modifier_state(ev, Key::NONE);
			ev->set_position(p_event_pos);
			ev->set_global_position(p_event_pos);
			ev->set_relative(p_event_pos - hover_prev_pos);
			Input::get_singleton()->parse_input_event(ev);
			hover_prev_pos = p_event_pos;
		} break;
		case AMOTION_EVENT_ACTION_DOWN:
		case AMOTION_EVENT_ACTION_BUTTON_PRESS: {
			
			_release_mouse_event_info();