### 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
image = texture->get_image();
		}
		if (!image.is_valid() && atlas_texture.is_valid()) {
			texture = atlas_texture->get_atlas();
			atlas_rect.size.width = texture->get_width();
			atlas_rect.size.height = texture->get_height();
			atlas_rect.position.x = atlas_texture->get_region().position.x;
			atlas_rect.position.y = atlas_texture->get_region().position.y;
			texture_size.width = atlas_texture->get_region().size.x;
			texture_size.height = atlas_texture->get_region().size.y;
		} else if (image.is_valid()) {
			texture_size.width = texture->get_width();
			texture_size.height = texture->get_height();
		}
		ERR_FAIL_COND(!texture.is_valid());
		ERR_FAIL_COND(p_hotspot.x < 0 || p_hotspot.y < 0);
		ERR_FAIL_COND(texture_size.width > 256 || texture_size.height > 256);
		ERR_FAIL_COND(p_hotspot.x > texture_size.width || p_hotspot.y > texture_size.height);
		image = texture->get_image();
		ERR_FAIL_COND(!image.is_valid());
		UINT image_size = texture_size.width * texture_size.height;
		
		COLORREF *buffer = nullptr;
		BITMAPV5HEADER bi;
		ZeroMemory(&bi, sizeof(bi));
		bi.bV5Size = sizeof(bi);
		bi.bV5Width = texture_size.width;
		bi.bV5Height = -texture_size.height;
		bi.bV5Planes = 1;
		bi.bV5BitCount = 32;