### Godot version

v4.0.beta15.mono.official [4fa6edc88]

### System information

Linux, Xorg

### Issue description

The entire window loses focus if you ungrab focus from a Control. 
This doesn't seem to happen in Beta 14 and older betas.

### Steps to reproduce

1. Create a Control that can grab focus (tested with LineEdit and TextEdit)
2. Grab focus
3. Release focus via release_focus() or hiding the node

### Minimal reproduction project

[FocusMinimal.zip](https://github.com/godotengine/godot/files/10498175/FocusMinimal.zip)

xi.raw_pos.x = rel_x;
						xi.raw_pos.y = rel_y;
						HashMap<int, Vector2>::Iterator abs_info = xi.absolute_devices.find(device_id);
						if (abs_info) {
							
							Vector2 mult = abs_info->value;
							xi.relative_motion.x += (xi.raw_pos.x - xi.old_raw_pos.x) * mult.x;
							xi.relative_motion.y += (xi.raw_pos.y - xi.old_raw_pos.y) * mult.y;
						} else {
							
							xi.relative_motion.x = xi.raw_pos.x;
							xi.relative_motion.y = xi.raw_pos.y;
						}
						xi.last_relative_time = raw_event->time;
					} break;
#ifdef TOUCH_ENABLED
					case XI_TouchBegin:
					case XI_TouchEnd: {
						if (ime_window_event) {
							break;
						}
						bool is_begin = event_data->evtype == XI_TouchBegin;
						Ref<InputEventScreenTouch> st;
						st.instantiate();
						st->set_window_id(window_id);
						st->set_index(index);
						st->set_position(pos);
						st->set_pressed(is_begin);
						if (is_begin) {
							if (xi.state.has(index)) {