### 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
return false;
	}
	hr = dinput->CreateDevice(instance->guidInstance, &joy->di_joy, nullptr);
	if (FAILED(hr)) {
		return false;
	}
	const GUID &guid = instance->guidProduct;
	char uid[128];
	ERR_FAIL_COND_V_MSG(memcmp(&guid.Data4[2], "PIDVID", 6), false, "DirectInput device not recognized.");
	WORD type = BSWAP16(0x03);
	WORD vendor = BSWAP16(LOWORD(guid.Data1));
	WORD product = BSWAP16(HIWORD(guid.Data1));
	WORD version = 0;
	sprintf_s(uid, "%04x%04x%04x%04x%04x%04x%04x%04x", type, 0, vendor, 0, product, 0, version, 0);
	id_to_change = num;
	slider_count = 0;
	joy->di_joy->SetDataFormat(&c_dfDIJoystick2);
	joy->di_joy->SetCooperativeLevel(*hWnd, DISCL_FOREGROUND);
	joy->di_joy->EnumObjects(objectsCallback, this, 0);
	joy->joy_axis.sort();
	joy->guid = instance->guidInstance;
	input->joy_connection_changed(num, true, instance->tszProductName, uid);
	joy->attached = true;
	joy->id = num;
	attached_joypads[num] = true;
	joy->confirmed = true;
	joypad_count++;
	return true;
}
void JoypadWindows::setup_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_joy_id) {