### Godot version

4.0 beta 15

### System information

Window 10

### Issue description


![image](https://user-images.githubusercontent.com/186786/214567744-630b15d3-e59a-4143-b42b-4cdd852c0ce3.png)

If you're using Google IME, the IME is located in the lower left corner of the window. (MS-IME was the correct placement)
I also tried with Beta14 and the Google IME was positioned correctly. In other words, it's a bug that's happening in Beta15.
The same applies to input fields such as search boxes.

**↓Beta14**

![image](https://user-images.githubusercontent.com/186786/214567843-defb21cb-aff8-4cf9-b4ca-f53368f5f553.png)


### Steps to reproduce

The situation is the same for all places where characters can be entered.
![image](https://user-images.githubusercontent.com/186786/214568357-97c8a8de-ce49-463c-87c8-86fbdfaa254a.png)


### Minimal reproduction project

It doesn't depend on the project and happens when using Google IME in the beta 15 editor.
Callable callable = windows[E->get()].input_event_callback;
				if (callable.is_valid()) {
					callable.callp((const Variant **)&evp, 1, ret, ce);
				}
			}
			in_dispatch_input_event = false;
			return;
		}
	}
	Ref<InputEventFromWindow> event_from_window = p_event;
	if (event_from_window.is_valid() && event_from_window->get_window_id() != INVALID_WINDOW_ID) {
		
		if (windows.has(event_from_window->get_window_id())) {
			Callable callable = windows[event_from_window->get_window_id()].input_event_callback;
			if (callable.is_valid()) {
				callable.callp((const Variant **)&evp, 1, ret, ce);
			}
		}
	} else {
		
		for (const KeyValue<WindowID, WindowData> &E : windows) {
			const Callable callable = E.value.input_event_callback;
			if (callable.is_valid()) {
				callable.callp((const Variant **)&evp, 1, ret, ce);
			}
		}
	}
	in_dispatch_input_event = false;
}
LRESULT CALLBACK MouseProc(int code, WPARAM wParam, LPARAM lParam) {