### 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()
```
ev->set_unicode(fix_unicode(unicode));
	ev->set_pressed(p_pressed);
	_set_key_modifier_state(ev, keycode);
	if (p_physical_keycode == AKEYCODE_BACK) {
		if (DisplayServerAndroid *dsa = Object::cast_to<DisplayServerAndroid>(DisplayServer::get_singleton())) {
			dsa->send_window_event(DisplayServer::WINDOW_EVENT_GO_BACK_REQUEST, true);
		}
	}
	Input::get_singleton()->parse_input_event(ev);
}
void AndroidInputHandler::_cancel_all_touch() {
	_parse_all_touch(false, true);
	touch.clear();
}
void AndroidInputHandler::_parse_all_touch(bool p_pressed, bool p_canceled, bool p_double_tap) {
	if (touch.size()) {
		
		for (int i = 0; i < touch.size(); i++) {
			Ref<InputEventScreenTouch> ev;
			ev.instantiate();
			ev->set_index(touch[i].id);
			ev->set_pressed(p_pressed);
			ev->set_canceled(p_canceled);
			ev->set_position(touch[i].pos);
			ev->set_double_tap(p_double_tap);
			Input::get_singleton()->parse_input_event(ev);
		}
	}
}
void AndroidInputHandler::_release_all_touch() {