### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

- OS: Windows 10
- Godot Version: v4.0.3.stable.official [5222a99f5]
- Rendering Driver: GLES3 
- Rendering Method: Compatiblity
- Graphics Card: Intel UHD Graphics 630 (HP)
- Graphics Card Driver: version 24.20.100.6025
- CPU: Intel Core i3-8100 

### Issue description

![image](https://github.com/godotengine/godot/assets/25520374/ec9ba083-1255-435b-bf76-1ebb51734ce7)
Whenever I run any project, even empty ones, I get these 4 errors about input mapping. They are as follows:

`E 0:00:00:0053   parse_mapping: Invalid device mapping entry "x:" in mapping:
03000000790000004318000000000000,dev:gc:GameCube,platform:Windows,a:b1,b:b2,y:b3,x:,start:b9,guide:,back:,leftstick:,rightstick:b0,leftshoulder:b4,rightshoulder:b7,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftx:a0,lefty:a1,rightx:a5,righty:a2,lefttrigger:a3,righttrigger:a4,
  <C++ Error>    Condition "output.length() < 1 || input.length() < 2" is true. Continuing.
  <C++ Source>   core/input/input.cpp:1357 @ parse_mapping()`
`E 0:00:00:0053   parse_mapping: Invalid device mapping entry "guide:" in mapping:
03000000790000004318000000000000,dev:gc:GameCube,platform:Windows,a:b1,b:b2,y:b3,x:,start:b9,guide:,back:,leftstick:,rightstick:b0,leftshoulder:b4,rightshoulder:b7,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftx:a0,lefty:a1,rightx:a5,righty:a2,lefttrigger:a3,righttrigger:a4,
  <C++ Error>    Condition "output.length() < 1 || input.length() < 2" is true. Continuing.
  <C++ Source>   core/input/input.cpp:1357 @ parse_mapping()`
`E 0:00:00:0053   parse_mapping: Invalid device mapping entry "back:" in mapping:
03000000790000004318000000000000,dev:gc:GameCube,platform:Windows,a:b1,b:b2,y:b3,x:,start:b9,guide:,back:,leftstick:,rightstick:b0,leftshoulder:b4,rightshoulder:b7,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftx:a0,lefty:a1,rightx:a5,righty:a2,lefttrigger:a3,righttrigger:a4,
  <C++ Error>    Condition "output.length() < 1 || input.length() < 2" is true. Continuing.
  <C++ Source>   core/input/input.cpp:1357 @ parse_mapping()`
`E 0:00:00:0053   parse_mapping: Invalid device mapping entry "leftstick:" in mapping:
03000000790000004318000000000000,dev:gc:GameCube,platform:Windows,a:b1,b:b2,y:b3,x:,start:b9,guide:,back:,leftstick:,rightstick:b0,leftshoulder:b4,rightshoulder:b7,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftx:a0,lefty:a1,rightx:a5,righty:a2,lefttrigger:a3,righttrigger:a4,
  <C++ Error>    Condition "output.length() < 1 || input.length() < 2" is true. Continuing.
  <C++ Source>   core/input/input.cpp:1357 @ parse_mapping()`

This only happens when I use the Steam version. Using the version downloaded from godotengine.org does not yield this error. I have tried rebooting and reinstalling Godot, neither of which have worked.

### Steps to reproduce

1. Install Godot from Steam
2. Create a new project
3. Run the project

### Minimal reproduction project

N/A
ClassDB::bind_method(D_METHOD("is_anything_pressed"), &Input::is_anything_pressed);
	ClassDB::bind_method(D_METHOD("is_key_pressed", "keycode"), &Input::is_key_pressed);
	ClassDB::bind_method(D_METHOD("is_physical_key_pressed", "keycode"), &Input::is_physical_key_pressed);
	ClassDB::bind_method(D_METHOD("is_key_label_pressed", "keycode"), &Input::is_key_label_pressed);
	ClassDB::bind_method(D_METHOD("is_mouse_button_pressed", "button"), &Input::is_mouse_button_pressed);
	ClassDB::bind_method(D_METHOD("is_joy_button_pressed", "device", "button"), &Input::is_joy_button_pressed);
	ClassDB::bind_method(D_METHOD("is_action_pressed", "action", "exact_match"), &Input::is_action_pressed, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("is_action_just_pressed", "action", "exact_match"), &Input::is_action_just_pressed, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("is_action_just_released", "action", "exact_match"), &Input::is_action_just_released, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("get_action_strength", "action", "exact_match"), &Input::get_action_strength, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("get_action_raw_strength", "action", "exact_match"), &Input::get_action_raw_strength, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("get_axis", "negative_action", "positive_action"), &Input::get_axis);
	ClassDB::bind_method(D_METHOD("get_vector", "negative_x", "positive_x", "negative_y", "positive_y", "deadzone"), &Input::get_vector, DEFVAL(-1.0f));
	ClassDB::bind_method(D_METHOD("add_joy_mapping", "mapping", "update_existing"), &Input::add_joy_mapping, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("remove_joy_mapping", "guid"), &Input::remove_joy_mapping);
	ClassDB::bind_method(D_METHOD("is_joy_known", "device"), &Input::is_joy_known);
	ClassDB::bind_method(D_METHOD("get_joy_axis", "device", "axis"), &Input::get_joy_axis);
	ClassDB::bind_method(D_METHOD("get_joy_name", "device"), &Input::get_joy_name);
	ClassDB::bind_method(D_METHOD("get_joy_guid", "device"), &Input::get_joy_guid);
	ClassDB::bind_method(D_METHOD("get_connected_joypads"), &Input::get_connected_joypads);
	ClassDB::bind_method(D_METHOD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength);
	ClassDB::bind_method(D_METHOD("get_joy_vibration_duration", "device"), &Input::get_joy_vibration_duration);
	ClassDB::bind_method(D_METHOD("start_joy_vibration", "device", "weak_magnitude", "strong_magnitude", "duration"), &Input::start_joy_vibration, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("stop_joy_vibration", "device"), &Input::stop_joy_vibration);
	ClassDB::bind_method(D_METHOD("vibrate_handheld", "duration_ms"), &Input::vibrate_handheld, DEFVAL(500));
	ClassDB::bind_method(D_METHOD("get_gravity"), &Input::get_gravity);
	ClassDB::bind_method(D_METHOD("get_accelerometer"), &Input::get_accelerometer);
	ClassDB::bind_method(D_METHOD("get_magnetometer"), &Input::get_magnetometer);
	ClassDB::bind_method(D_METHOD("get_gyroscope"), &Input::get_gyroscope);
	ClassDB::bind_method(D_METHOD("set_gravity", "value"), &Input::set_gravity);