### 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
_THREAD_SAFE_METHOD_;
	ERR_FAIL_INDEX((int)p_axis, (int)JoyAxis::MAX);
	Joypad &joy = joy_names[p_device];
	if (joy.last_axis[(size_t)p_axis] == p_value) {
		return;
	}
	joy.last_axis[(size_t)p_axis] = p_value;
	if (joy.mapping == -1) {
		_axis_event(p_device, p_axis, p_value);
		return;
	}
	JoyEvent map = _get_mapped_axis_event(map_db[joy.mapping], p_axis, p_value);
	if (map.type == TYPE_BUTTON) {
		bool pressed = map.value > 0.5;
		if (pressed != joy_buttons_pressed.has(_combine_device((JoyButton)map.index, p_device))) {
			_button_event(p_device, (JoyButton)map.index, pressed);
		}
		
		switch ((JoyButton)map.index) {
			case JoyButton::DPAD_UP:
				if (joy_buttons_pressed.has(_combine_device(JoyButton::DPAD_DOWN, p_device))) {
					_button_event(p_device, JoyButton::DPAD_DOWN, false);
				}
				break;
			case JoyButton::DPAD_DOWN:
				if (joy_buttons_pressed.has(_combine_device(JoyButton::DPAD_UP, p_device))) {
					_button_event(p_device, JoyButton::DPAD_UP, false);