### Godot version

Godot Engine v4.0.stable.official.92bee43ad

### System information

Windows 10

### Issue description

The documentation states that passing ```null``` into the image parameter of ```set_custom_mouse_cursor``` will change it back to the system cursor, however I find that it removes the cursor's image entirely, rather than setting it to the system's cursor.


### Steps to reproduce

```var isimage = false
var theimage = load("res://final.png")

func _on_my_button_pressed():
    if isimage == false:
        Input.set_custom_mouse_cursor(theimage, Input.CURSOR_ARROW, Vector2(16,16))
        isimage = true
        
    else:
        Input.set_custom_mouse_cursor(null)
        isimage = false```

When the button is pressed, the cursor is meant to change to the new cursor. When it has been pressed a second time, it changes back to the default cursor. However, upon pressing it a second time, it simply disappears. The cursor becomes visible again when the cursor exits and re-enters the window.

### Minimal reproduction project

[null mouse.zip](https://github.com/godotengine/godot/files/10901969/null.mouse.zip)

use_raw_input = true;
	RAWINPUTDEVICE rid[1] = {};
	rid[0].usUsagePage = 0x01;
	rid[0].usUsage = 0x02;
	rid[0].dwFlags = 0;
	if (p_target_window != INVALID_WINDOW_ID && windows.has(p_target_window)) {
		
		rid[0].hwndTarget = windows[p_target_window].hWnd;
	} else {
		
		rid[0].hwndTarget = 0;
	}
	if (RegisterRawInputDevices(rid, 1, sizeof(rid[0])) == FALSE) {
		
		use_raw_input = false;
	}
}
bool DisplayServerWindows::tts_is_speaking() const {
	ERR_FAIL_COND_V_MSG(!tts, false, "Enable the \"audio/general/text_to_speech\" project setting to use text-to-speech.");
	return tts->is_speaking();
}
bool DisplayServerWindows::tts_is_paused() const {
	ERR_FAIL_COND_V_MSG(!tts, false, "Enable the \"audio/general/text_to_speech\" project setting to use text-to-speech.");
	return tts->is_paused();
}
TypedArray<Dictionary> DisplayServerWindows::tts_get_voices() const {