### Godot version

4.0.beta10 (d0398f62f)

### System information

Windows 11

### Issue description

When the Move Mode tool is selected (hotkey W), using the arrow keys will move a node a few pixels before causing the 2D editor to lose focus.

This does not happen when the Select Mode tool (hotkey Q) is selected. This also doesn't happen when you use shift + arrow key (but this moves multiple pixels at once).

This is also not an issue in 3.5 (new regression in 4.0).

### Steps to reproduce

- Open any scene in 2D mode.
- Select `Select Mode`: 
![image](https://user-images.githubusercontent.com/4420888/210158638-7ff914ba-2ed3-460a-b717-faed1408d662.png)
- Select any CanvasItem.
- You can move it around using the arrow keys (1px at a time).
- Now select `Move Mode`: 
![image](https://user-images.githubusercontent.com/4420888/210158645-6db21a03-64cc-4112-94e5-483491f2e47e.png)
- Try moving the node using arrow keys.
- Notice how the main 2D editor loses focus.

Some extra info: shift + arrow key works fine!

https://user-images.githubusercontent.com/4420888/210158652-8dcff944-d57b-4d72-a8cc-80344b549839.mp4



### Minimal reproduction project

N/A - seems like any CanvasItem (maybe more?) has this issue.
void _draw_hover();
	void _draw_transform_message();
	void _draw_viewport();
	bool _gui_input_anchors(const Ref<InputEvent> &p_event);
	bool _gui_input_move(const Ref<InputEvent> &p_event);
	bool _gui_input_open_scene_on_double_click(const Ref<InputEvent> &p_event);
	bool _gui_input_scale(const Ref<InputEvent> &p_event);
	bool _gui_input_pivot(const Ref<InputEvent> &p_event);
	bool _gui_input_resize(const Ref<InputEvent> &p_event);
	bool _gui_input_rotate(const Ref<InputEvent> &p_event);
	bool _gui_input_select(const Ref<InputEvent> &p_event);
	bool _gui_input_ruler_tool(const Ref<InputEvent> &p_event);
	bool _gui_input_zoom_or_pan(const Ref<InputEvent> &p_event, bool p_already_accepted);
	bool _gui_input_rulers_and_guides(const Ref<InputEvent> &p_event);
	bool _gui_input_hover(const Ref<InputEvent> &p_event);
	void _gui_input_viewport(const Ref<InputEvent> &p_event);
	void _update_cursor();
	void _selection_changed();
	void _focus_selection(int p_op);
	void _reset_drag();
	SnapTarget snap_target[2];
	Transform2D snap_transform;
	void _snap_if_closer_float(
			const real_t p_value,
			real_t &r_current_snap, SnapTarget &r_current_snap_target,
			const real_t p_target_value, const SnapTarget p_snap_target,
			const real_t p_radius = 10.0);
	void _snap_if_closer_point(
			Point2 p_value,
			Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2],