### 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()
```
String permission = jstring_to_string(p_permission, env);
	if (permission == "android.permission.RECORD_AUDIO" && p_result) {
		AudioDriver::get_singleton()->input_start();
	}
	if (os_android->get_main_loop()) {
		os_android->get_main_loop()->emit_signal(SNAME("on_request_permissions_result"), permission, p_result == JNI_TRUE);
	}
}
JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_onRendererResumed(JNIEnv *env, jclass clazz) {
	if (step.get() <= 0) {
		return;
	}
	
	Main::force_redraw();
	if (os_android->get_main_loop()) {
		os_android->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_RESUMED);
	}
}
JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_onRendererPaused(JNIEnv *env, jclass clazz) {
	if (step.get() <= 0) {
		return;
	}
	if (os_android->get_main_loop()) {
		os_android->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_PAUSED);
	}
}
}