### 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)

}
	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 (KeyValue<WindowID, WindowData> &E : windows) {
			Callable callable = E.value.input_event_callback;
			if (callable.is_valid()) {
				callable.callp((const Variant **)&evp, 1, ret, ce);
			}
		}
	}
}
void DisplayServerX11::_send_window_event(const WindowData &wd, WindowEvent p_event) {
	if (!wd.event_callback.is_null()) {
		Variant event = int(p_event);
		Variant *eventp = &event;
		Variant ret;
		Callable::CallError ce;
		wd.event_callback.callp((const Variant **)&eventp, 1, ret, ce);
	}
}
void DisplayServerX11::_poll_events_thread(void *ud) {