### 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
_THREAD_SAFE_METHOD_
	return _screen_get_rect(p_screen).position;
}
Size2i DisplayServerX11::screen_get_size(int p_screen) const {
	_THREAD_SAFE_METHOD_
	return _screen_get_rect(p_screen).size;
}
bool g_bad_window = false;
int bad_window_error_handler(Display *display, XErrorEvent *error) {
	if (error->error_code == BadWindow) {
		g_bad_window = true;
	} else {
		ERR_PRINT("Unhandled XServer error code: " + itos(error->error_code));
	}
	return 0;
}
Rect2i DisplayServerX11::screen_get_usable_rect(int p_screen) const {
	_THREAD_SAFE_METHOD_