### Godot version

 Latest 4.0.dev (a3a42159e31db27f8ae7c1ecad6a9ed417cb05de)

### System information

Ubuntu 22.04.1 LTS

### Issue description

![image](https://user-images.githubusercontent.com/85438892/214476911-0ce83a43-b959-4b13-88fd-d6b9af0cd63a.png)

### Steps to reproduce

Open any script

### Minimal reproduction project

N/A
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)) {