### Godot version

v4.0.beta15.official [4fa6edc88]

### System information

Windows 10

### Issue description

I use a custom keyboard layout (I made it myself), and it has «dead keys» (just like International keyboard layouts have). For example, if I press `'`, nothing happens, but if I press `a` after that, I'll get `á`. If I press `'` and `Space`, I'll get just `'`. And with my layout:
If I press `Shift + .` and then `a`, I will get `ᵄ`.
If I press `Shift + .` and then `Space`, I will get `>`.
If I press `Shift + [` and then `5`, I will get `₅`.
If I press `Shift + [` and then `Space`, I will get `{`.
In beta 14 and before, everything worked fine, but in beta 15 when I press `Shift + .` and `Space`, just nothing happens, I don't get `>`. Same for `Shift + [` and `Space`, I don't get `>`. It seems the problem is with `Shift`, because I still can type `á` (`'` and `a`) or `'` (`'` and `Space`), but not `ä` (`Shift + '` and `a`) or `"` (`Shift + '` and `Space`). In the latter cases I get `á` and `'` as if `Shift` were never pressed.

### Steps to reproduce

Install/add US International keyboard layout or [Extended Latin keyboard layout](https://github.com/godotengine/godot/files/10494466/Layouts.zip) (just run `Extended Latin\ExtLat6\setup.exe`).
Open script editor.
Press `Shift + '`.
Then press `a`.

### Minimal reproduction project

N/A
IDC_SIZEWE,
		IDC_HELP
	};
	if (cursors_cache.has(p_shape)) {
		SetCursor(cursors[p_shape]);
	} else {
		SetCursor(LoadCursor(hInstance, win_cursors[p_shape]));
	}
	cursor_shape = p_shape;
}
DisplayServer::CursorShape DisplayServerWindows::cursor_get_shape() const {
	return cursor_shape;
}
void DisplayServerWindows::cursor_set_custom_image(const Ref<Resource> &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
	_THREAD_SAFE_METHOD_
	if (p_cursor.is_valid()) {
		RBMap<CursorShape, Vector<Variant>>::Element *cursor_c = cursors_cache.find(p_shape);
		if (cursor_c) {
			if (cursor_c->get()[0] == p_cursor && cursor_c->get()[1] == p_hotspot) {
				cursor_set_shape(p_shape);
				return;
			}
			cursors_cache.erase(p_shape);
		}
		Ref<Texture2D> texture = p_cursor;
		Ref<AtlasTexture> atlas_texture = p_cursor;
		Ref<Image> image;
		Size2 texture_size;
		Rect2 atlas_rect;
		if (texture.is_valid()) {