### Godot version

1f22c48

### System information

Linux (Fedora 36)

### Issue description

Pull request https://github.com/godotengine/godot/pull/70052 (commit https://github.com/godotengine/godot/commit/1f22c482e192ef7df57fdc182243459d3dc4f232) seems to break the way keyboard inputs are handled in the Godot editor when using nonstandard keyboard layouts (e.g, I am using `de neo`).

Before said commit (tested with `beta14` and the direct parent, `81fe3715b8`) keyboard shortcuts in the editor would use the actual key pressed depending on the current keyboard layout. After said commit, keyboard shortcuts require pressing the key where it would be on a standard (QWERTY?) layout instead.

That behavior is, in my opinion, incorrect. It's different from the previous behavior and also different from every other application on my machine, breaking my muscle memory. I don't think customizing all of the shortcuts manually is a valid workaround.

### Steps to reproduce

For example:
1. Open any project
2. Press Ctrl-S, it won't save
3. Press Ctrl-[the key where S would be on QWERTY], it saves

### Minimal reproduction project

N/A
if (config_name.length() == 0) {
				class_str = "Godot_Engine";
			} else {
				class_str = config_name.utf8();
			}
		} else {
			class_str = "Godot";
		}
		classHint->res_class = class_str.ptrw();
		classHint->res_name = name_str.ptrw();
		XSetClassHint(x11_display, wd.x11_window, classHint);
		XFree(classHint);
	}
}
void DisplayServerX11::set_context(Context p_context) {
	_THREAD_SAFE_METHOD_
	context = p_context;
	for (KeyValue<WindowID, WindowData> &E : windows) {
		_update_context(E.value);
	}
}
void DisplayServerX11::set_native_icon(const String &p_filename) {
	WARN_PRINT("Native icon not supported by this display server.");
}
bool g_set_icon_error = false;
int set_icon_errorhandler(Display *dpy, XErrorEvent *ev) {
	g_set_icon_error = true;
	return 0;
}
void DisplayServerX11::set_icon(const Ref<Image> &p_icon) {