### 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
switch (p_feature) {
		case FEATURE_SUBWINDOWS:
#ifdef TOUCH_ENABLED
		case FEATURE_TOUCHSCREEN:
#endif
		case FEATURE_MOUSE:
		case FEATURE_MOUSE_WARP:
		case FEATURE_CLIPBOARD:
		case FEATURE_CURSOR_SHAPE:
		case FEATURE_CUSTOM_CURSOR_SHAPE:
		case FEATURE_IME:
		case FEATURE_WINDOW_TRANSPARENCY:
		
		case FEATURE_ICON:
		
		case FEATURE_SWAP_BUFFERS:
#ifdef DBUS_ENABLED
		case FEATURE_KEEP_SCREEN_ON:
#endif
		case FEATURE_CLIPBOARD_PRIMARY:
		case FEATURE_TEXT_TO_SPEECH:
			return true;
		default: {
		}
	}
	return false;
}
String DisplayServerX11::get_name() const {