### Godot version

3.5.2 stable, 3.6 beta 1

### System information

Windows 11, all amd system, GLES3

### Issue description

Printed output says that the controller is in fact two controllers:
```
XInput Gamepad
Bluetooth LE XINPUT compatible input device
```
controllers of other makes only report as a single device (tested with nintendo pro controller, dual sense, steam deck)

Tested controllers:
- xbox elite controller
- xbox one s
- ~~haven't tested with xbox series controller, will report back when i have~~ Xbox series *(pink)* works fine

Effect:
- on a fresh new project it seems that the issue is only that the gamepad is reported as two
- in a project we are working on in godot 3.5.2, the double sent events propagate into the game (skips a button when going up for instance)

I am aware of https://github.com/godotengine/godot/issues/41684 and https://github.com/godotengine/godot/pull/71784 which mentions that a fix had been cherry picked, in my testing however the issue remains.

### Steps to reproduce

- create a simple ui scene with a couple of buttons
- add a script that prints the device name using: `print(Input.get_joy_name(event.device))` when event is InputEventJoypadButton in the _input function
- run the game and press a button on a bluetooth connected xbox gamepad

### Minimal reproduction project

N/A
JoypadWindows *self = static_cast<JoypadWindows *>(p_context);
	self->setup_joypad_object(p_instance, self->id_to_change);
	return DIENUM_CONTINUE;
}
void JoypadWindows::close_joypad(int id) {
	if (id == -1) {
		for (int i = 0; i < JOYPADS_MAX; i++) {
			close_joypad(i);
		}
		return;
	}
	if (!d_joypads[id].attached) {
		return;
	}
	d_joypads[id].di_joy->Unacquire();
	d_joypads[id].di_joy->Release();
	d_joypads[id].attached = false;
	attached_joypads[d_joypads[id].id] = false;
	d_joypads[id].guid.Data1 = d_joypads[id].guid.Data2 = d_joypads[id].guid.Data3 = 0;
	input->joy_connection_changed(d_joypads[id].id, false, "");
	joypad_count--;
}
void JoypadWindows::probe_joypads() {