### Godot version

v4.0.beta17.official [c40020513]

### System information

macOS

### Issue description

Zoom in/out is not being triggered while holding "control" and scrolling via magic mouse on macOS. I also attempted to press command/shift/option just in case shortcut has changed, but still wasn't able to zoom in/out. Pressing +/- buttons in the top-left corner works, so does the pinch gesture on trackpad, so the issue appears to be with magic mouse input events.

(There is also an issue with panning- it is extremely slow on both magic mouse and trackpad)

### Steps to reproduce

Hold "control" and "scroll" the magic mouse either horizontally or vertically

### Minimal reproduction project

N/A
#include "view_panner.h"
#include "core/input/input.h"
#include "core/input/shortcut.h"
#include "core/os/keyboard.h"
bool ViewPanner::gui_input(const Ref<InputEvent> &p_event, Rect2 p_canvas_rect) {
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid()) {
		Vector2 scroll_vec = Vector2((mb->get_button_index() == MouseButton::WHEEL_RIGHT) - (mb->get_button_index() == MouseButton::WHEEL_LEFT), (mb->get_button_index() == MouseButton::WHEEL_DOWN) - (mb->get_button_index() == MouseButton::WHEEL_UP));
		
		
		if (scroll_vec != Vector2() && mb->is_pressed()) {
			if (control_scheme == SCROLL_PANS) {
				if (mb->is_ctrl_pressed()) {
					
					float zoom_factor = mb->get_factor() <= 0 ? 1.0 : mb->get_factor();
					zoom_factor = ((scroll_zoom_factor - 1.0) * zoom_factor) + 1.0;
					float zoom = (scroll_vec.x + scroll_vec.y) > 0 ? 1.0 / scroll_zoom_factor : scroll_zoom_factor;
					zoom_callback.call(zoom, mb->get_position(), p_event);
					return true;
				} else {
					Vector2 panning = scroll_vec * mb->get_factor();
					if (pan_axis == PAN_AXIS_HORIZONTAL) {
						panning = Vector2(panning.x + panning.y, 0);