### Godot version

4.0 beta 15

### System information

Windows 10

### Issue description

It happened with both Google IME and MS-IME, and there was no problem until Beta14.
When typing Japanese characters, it is common to select a character from the suggestion window and then start typing the next character before confirming.
In this case, uncommitted characters are forcibly committed, and input of the next character begins.

**↓Beta15**

https://user-images.githubusercontent.com/186786/214753450-b493cca6-2644-4b3d-8cd2-660565cc3547.mp4

**↓Beta14**

https://user-images.githubusercontent.com/186786/214755127-dde819cc-4d63-403a-99b0-09821671f74e.mp4



### Steps to reproduce

It happened with both Google IME and MS-IME in beta15

### Minimal reproduction project

It is project independent and happens in the editor.
SetPriorityClass(GetCurrentProcess(), ABOVE_NORMAL_PRIORITY_CLASS);
		DWORD index = 0;
		HANDLE handle = AvSetMmThreadCharacteristicsW(L"Games", &index);
		if (handle) {
			AvSetMmThreadPriority(handle, AVRT_PRIORITY_CRITICAL);
		}
		
		
		SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);
	}
	cursor_shape = CURSOR_ARROW;
	_update_real_mouse_position(MAIN_WINDOW_ID);
	r_error = OK;
	static_cast<OS_Windows *>(OS::get_singleton())->set_main_window(windows[MAIN_WINDOW_ID].hWnd);
	Input::get_singleton()->set_event_dispatch_function(_dispatch_input_events);
}
Vector<String> DisplayServerWindows::get_rendering_drivers_func() {
	Vector<String> drivers;
#ifdef VULKAN_ENABLED
	drivers.push_back("vulkan");
#endif
#ifdef GLES3_ENABLED
	drivers.push_back("opengl3");
#endif
	return drivers;
}
DisplayServer *DisplayServerWindows::create_func(const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Error &r_error) {