Repository: godot
Issue: "Input.use_accumulated_input = false" still accumulates inputs unless you spam the keyboard
Labels: bug,platform:windows,topic:input

### Godot version

4.0-rc2, 4.0-rc1, 3.5.1

### System information

Windows 10 (64-bit), Arch Linux 6.1.11-arch1-1 (x86_64)

### Issue description

`Input.use_accumulated_input` always accumulates inputs regardless of setting on windows 10, _unless_ you spam the keyboard with `Input.use_accumulated_input = false`

as seen here:

`Input.use_accumulated_input = false` + no keyboard spamming:

https://user-images.githubusercontent.com/124307450/219828447-52429cc3-d96b-4b66-a092-230715429b65.mp4

`Input.use_accumulated_input = false` + keyboard spamming:

https://user-images.githubusercontent.com/124307450/219828607-01b54d29-bcda-4b80-a3a9-b3015a24ad78.mp4





`Input.use_accumulated_input = true` does what's expected

`Input.use_accumulated_input = true` + no keyboard spamming:

https://user-images.githubusercontent.com/124307450/219828635-a94a99a9-8248-48eb-9415-62e51cf4f6c7.mp4

`Input.use_accumulated_input = true` + keyboard spamming:

https://user-images.githubusercontent.com/124307450/219828649-05cc471b-7012-45d0-ab2f-ab7467665a7c.mp4

this behavior also exists in 3.5.1 exactly the same

weirdly enough, it _has_ to be specifically keyboard spam _or_ mouse buttons (except scrolling) for it to work, atleast in my testing controller inputs don't influence the behavior

as a sanity check, i also asked a friend of mine to test this on arch linux (Godot 4.0-rc1), which showed completely different yet also somewhat buggy results

`Input.use_accumulated_input = false` + no keyboard spamming on arch linux:

https://user-images.githubusercontent.com/124307450/219828866-98446fac-2e56-4898-8dbb-a50f564b7716.mp4

`Input.use_accumulated_input = false` + keyboard spamming on arch linux:

https://user-images.githubusercontent.com/124307450/219828950-970fb5dd-8127-4372-bfe0-77ce734b0bf8.mp4

`Input.use_accumulated_input = true` + no keyboard spamming on arch linux:

https://user-images.githubusercontent.com/124307450/219829044-66b496cc-fb58-4b2c-a803-4c8a9bf85c79.mp4

`Input.use_accumulated_input = true` + keyboard spamming on arch linux:

https://user-images.githubusercontent.com/124307450/219829057-92973255-ca52-41cf-9294-8d855ba2948f.mp4

Arch Linux follows the intended behavior until you start spamming the keyboard with `Input.use_accumulated_input = true`

### Steps to reproduce

in a new project, add a Node2D, and then add a Label as a child
Add a script to the Node2D with the following:

```
extends Node2D

var cursor_input_positions : PackedVector2Array

func _ready():
	RenderingServer.connect("frame_post_draw",_frame_draw_post)
	Engine.max_fps = 1
	Input.use_accumulated_input = false

func _frame_draw_post():
	cursor_input_positions.clear()
	$Label.text = "Inputs this frame: "

func _process(delta):
	queue_redraw()

func _input(event):
	if event is InputEventMouseMotion:
		cursor_input_positions.append(event.position)
	$Label.text += "\n"+event.as_text()

func _draw():
	if cursor_input_positions.is_empty(): return
	for dot in cursor_input_positions:
		draw_circle(dot,3,Color.RED)
	if cursor_input_positions.size() > 1:
		draw_polyline(cursor_input_positions,Color.RED,6)
```
and then run the scene and move the cursor around

the intended behavior should be that, regardless of all other inputs, the cursor's trail should always and only be drawn if `Input.use_accumulated_input = false`, otherwise a dot should be drawn

### Minimal reproduction project

Godot 4.0rc-2 Project
[input accumulation test gd4.zip](https://github.com/godotengine/godot/files/10773010/input.accumulation.test.gd4.zip)

Godot 3.5.1 Project
[input accumulation test gd3.5.1.zip](https://github.com/godotengine/godot/files/10773012/input.accumulation.test.gd3.5.1.zip)