### Godot version

v3.6.beta2.official [68c507f59]

### System information

w10 64

### Issue description

This image is from the official documentation.

![Captura](https://github.com/godotengine/godot/assets/19652075/dfcd9cb2-fec4-468b-99bf-bee786259bba)


Where is the "Menu" button?
What is the "Menu" button supposed to be?

![Captura4](https://github.com/godotengine/godot/assets/19652075/2d6a9fbb-78fc-421c-894e-e619522576c4)


### Steps to reproduce

...

### Minimal reproduction project

...
device = p_device;
	emit_changed();
}
int InputEvent::get_device() const {
	return device;
}
bool InputEvent::is_action(const StringName &p_action, bool p_exact_match) const {
	return InputMap::get_singleton()->event_is_action(Ref<InputEvent>(const_cast<InputEvent *>(this)), p_action, p_exact_match);
}
bool InputEvent::is_action_pressed(const StringName &p_action, bool p_allow_echo, bool p_exact_match) const {
	bool pressed_state;
	bool valid = InputMap::get_singleton()->event_get_action_status(Ref<InputEvent>(const_cast<InputEvent *>(this)), p_action, p_exact_match, &pressed_state, nullptr, nullptr);
	return valid && pressed_state && (p_allow_echo || !is_echo());
}
bool InputEvent::is_action_released(const StringName &p_action, bool p_exact_match) const {
	bool pressed_state;
	bool valid = InputMap::get_singleton()->event_get_action_status(Ref<InputEvent>(const_cast<InputEvent *>(this)), p_action, p_exact_match, &pressed_state, nullptr, nullptr);
	return valid && !pressed_state;
}
float InputEvent::get_action_strength(const StringName &p_action, bool p_exact_match) const {
	float strength;
	bool valid = InputMap::get_singleton()->event_get_action_status(Ref<InputEvent>(const_cast<InputEvent *>(this)), p_action, p_exact_match, nullptr, &strength, nullptr);
	return valid ? strength : 0.0f;
}
float InputEvent::get_action_raw_strength(const StringName &p_action, bool p_exact_match) const {