### 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
ClassDB::bind_method(D_METHOD("set_accelerometer", "value"), &Input::set_accelerometer);
	ClassDB::bind_method(D_METHOD("set_magnetometer", "value"), &Input::set_magnetometer);
	ClassDB::bind_method(D_METHOD("set_gyroscope", "value"), &Input::set_gyroscope);
	ClassDB::bind_method(D_METHOD("get_last_mouse_velocity"), &Input::get_last_mouse_velocity);
	ClassDB::bind_method(D_METHOD("get_mouse_button_mask"), &Input::get_mouse_button_mask);
	ClassDB::bind_method(D_METHOD("set_mouse_mode", "mode"), &Input::set_mouse_mode);
	ClassDB::bind_method(D_METHOD("get_mouse_mode"), &Input::get_mouse_mode);
	ClassDB::bind_method(D_METHOD("warp_mouse", "position"), &Input::warp_mouse);
	ClassDB::bind_method(D_METHOD("action_press", "action", "strength"), &Input::action_press, DEFVAL(1.f));
	ClassDB::bind_method(D_METHOD("action_release", "action"), &Input::action_release);
	ClassDB::bind_method(D_METHOD("set_default_cursor_shape", "shape"), &Input::set_default_cursor_shape, DEFVAL(CURSOR_ARROW));
	ClassDB::bind_method(D_METHOD("get_current_cursor_shape"), &Input::get_current_cursor_shape);
	ClassDB::bind_method(D_METHOD("set_custom_mouse_cursor", "image", "shape", "hotspot"), &Input::set_custom_mouse_cursor, DEFVAL(CURSOR_ARROW), DEFVAL(Vector2()));
	ClassDB::bind_method(D_METHOD("parse_input_event", "event"), &Input::parse_input_event);
	ClassDB::bind_method(D_METHOD("set_use_accumulated_input", "enable"), &Input::set_use_accumulated_input);
	ClassDB::bind_method(D_METHOD("is_using_accumulated_input"), &Input::is_using_accumulated_input);
	ClassDB::bind_method(D_METHOD("flush_buffered_events"), &Input::flush_buffered_events);
	ADD_PROPERTY(PropertyInfo(Variant::INT, "mouse_mode"), "set_mouse_mode", "get_mouse_mode");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_accumulated_input"), "set_use_accumulated_input", "is_using_accumulated_input");
	BIND_ENUM_CONSTANT(MOUSE_MODE_VISIBLE);
	BIND_ENUM_CONSTANT(MOUSE_MODE_HIDDEN);
	BIND_ENUM_CONSTANT(MOUSE_MODE_CAPTURED);
	BIND_ENUM_CONSTANT(MOUSE_MODE_CONFINED);
	BIND_ENUM_CONSTANT(MOUSE_MODE_CONFINED_HIDDEN);
	BIND_ENUM_CONSTANT(CURSOR_ARROW);
	BIND_ENUM_CONSTANT(CURSOR_IBEAM);
	BIND_ENUM_CONSTANT(CURSOR_POINTING_HAND);
	BIND_ENUM_CONSTANT(CURSOR_CROSS);
	BIND_ENUM_CONSTANT(CURSOR_WAIT);
	BIND_ENUM_CONSTANT(CURSOR_BUSY);