### 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)

xi.tilt.x = *values / -pen_tilt_x_range[0];
								} else if (pen_tilt_x_range[1] != 0) {
									xi.tilt.x = *values / pen_tilt_x_range[1];
								}
							}
							values++;
						}
						if (XIMaskIsSet(raw_event->valuators.mask, VALUATOR_TILTY)) {
							HashMap<int, Vector2>::Iterator pen_tilt_y = xi.pen_tilt_y_range.find(device_id);
							if (pen_tilt_y) {
								Vector2 pen_tilt_y_range = pen_tilt_y->value;
								if (pen_tilt_y_range[0] != 0 && *values < 0) {
									xi.tilt.y = *values / -pen_tilt_y_range[0];
								} else if (pen_tilt_y_range[1] != 0) {
									xi.tilt.y = *values / pen_tilt_y_range[1];
								}
							}
							values++;
						}
						HashMap<int, bool>::Iterator pen_inverted = xi.pen_inverted_devices.find(device_id);
						if (pen_inverted) {
							xi.pen_inverted = pen_inverted->value;
						}
						
						
						if (raw_event->time == xi.last_relative_time && rel_x == xi.relative_motion.x && rel_y == xi.relative_motion.y) {
							break; 
						}
						xi.old_raw_pos.x = xi.raw_pos.x;
						xi.old_raw_pos.y = xi.raw_pos.y;