### 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.
} else {
					
				}
			} break;
			case WM_KEYUP:
			case WM_KEYDOWN: {
				Ref<InputEventKey> k;
				k.instantiate();
				k->set_window_id(ke.window_id);
				k->set_shift_pressed(ke.shift);
				k->set_alt_pressed(ke.alt);
				k->set_ctrl_pressed(ke.control);
				k->set_meta_pressed(ke.meta);
				k->set_pressed(ke.uMsg == WM_KEYDOWN);
				Key keycode = KeyMappingWindows::get_keysym(ke.wParam);
				if ((ke.lParam & (1 << 24)) && (ke.wParam == VK_RETURN)) {
					
					keycode = Key::KP_ENTER;
				}
				Key key_label = keycode;
				Key physical_keycode = KeyMappingWindows::get_scansym((ke.lParam >> 16) & 0xFF, ke.lParam & (1 << 24));
				static BYTE keyboard_state[256];
				memset(keyboard_state, 0, 256);
				wchar_t chars[256] = {};
				UINT extended_code = MapVirtualKey((ke.lParam >> 16) & 0xFF, MAPVK_VSC_TO_VK_EX);
				if (!(ke.lParam & (1 << 24)) && ToUnicodeEx(extended_code, (ke.lParam >> 16) & 0xFF, keyboard_state, chars, 255, 4, GetKeyboardLayout(0)) > 0) {
					String keysym = String::utf16((char16_t *)chars, 255);
					if (!keysym.is_empty()) {
						key_label = fix_key_label(keysym[0], keycode);
					}