### 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
if (emulate_mouse_from_touch && sd->get_index() == mouse_from_touch_index) {
			Ref<InputEventMouseMotion> motion_event;
			motion_event.instantiate();
			motion_event->set_device(InputEvent::DEVICE_ID_EMULATION);
			motion_event->set_tilt(sd->get_tilt());
			motion_event->set_pen_inverted(sd->get_pen_inverted());
			motion_event->set_pressure(sd->get_pressure());
			motion_event->set_position(sd->get_position());
			motion_event->set_global_position(sd->get_position());
			motion_event->set_relative(sd->get_relative());
			motion_event->set_velocity(sd->get_velocity());
			motion_event->set_button_mask(mouse_button_mask);
			_parse_input_event_impl(motion_event, true);
		}
	}
	Ref<InputEventJoypadButton> jb = p_event;
	if (jb.is_valid()) {
		JoyButton c = _combine_device(jb->get_button_index(), jb->get_device());
		if (jb->is_pressed()) {
			joy_buttons_pressed.insert(c);
		} else {
			joy_buttons_pressed.erase(c);
		}
	}
	Ref<InputEventJoypadMotion> jm = p_event;
	if (jm.is_valid()) {
		set_joy_axis(jm->get_device(), jm->get_axis(), jm->get_axis_value());
	}
	Ref<InputEventGesture> ge = p_event;
	if (ge.is_valid()) {