### 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)

ERR_FAIL_COND(!windows.has(p_window));
	WindowData &wd = windows[p_window];
	if (p_enabled && !window_get_flag(WINDOW_FLAG_BORDERLESS, p_window)) {
		
		Hints hints;
		Atom property;
		hints.flags = 2;
		hints.decorations = 0;
		property = XInternAtom(x11_display, "_MOTIF_WM_HINTS", True);
		if (property != None) {
			XChangeProperty(x11_display, wd.x11_window, property, property, 32, PropModeReplace, (unsigned char *)&hints, 5);
		}
	}
	if (p_enabled) {
		
		_update_size_hints(p_window);
	}
	
	XEvent xev;
	Atom wm_state = XInternAtom(x11_display, "_NET_WM_STATE", False);
	Atom wm_fullscreen = XInternAtom(x11_display, "_NET_WM_STATE_FULLSCREEN", False);
	memset(&xev, 0, sizeof(xev));
	xev.type = ClientMessage;
	xev.xclient.window = wd.x11_window;
	xev.xclient.message_type = wm_state;
	xev.xclient.format = 32;
	xev.xclient.data.l[0] = p_enabled ? _NET_WM_STATE_ADD : _NET_WM_STATE_REMOVE;
	xev.xclient.data.l[1] = wm_fullscreen;
	xev.xclient.data.l[2] = 0;