### 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()
```
_release_all_touch();
			mouse_event_info.valid = true;
			mouse_event_info.pos = p_event_pos;
			_parse_mouse_event_info(event_buttons_mask, true, false, p_double_click, p_source_mouse_relative);
		} break;
		case AMOTION_EVENT_ACTION_CANCEL: {
			_cancel_mouse_event_info(p_source_mouse_relative);
		} break;
		case AMOTION_EVENT_ACTION_UP:
		case AMOTION_EVENT_ACTION_BUTTON_RELEASE: {
			_release_mouse_event_info(p_source_mouse_relative);
		} break;
		case AMOTION_EVENT_ACTION_MOVE: {
			if (!mouse_event_info.valid) {
				return;
			}
			Ref<InputEventMouseMotion> ev;
			ev.instantiate();
			_set_key_modifier_state(ev, Key::NONE);
			if (p_source_mouse_relative) {
				ev->set_position(hover_prev_pos);
				ev->set_global_position(hover_prev_pos);
				ev->set_relative(p_event_pos);
			} else {
				ev->set_position(p_event_pos);
				ev->set_global_position(p_event_pos);
				ev->set_relative(p_event_pos - hover_prev_pos);
				mouse_event_info.pos = p_event_pos;
				hover_prev_pos = p_event_pos;
			}