GamePadState.IsConnected true for nonexistent controllers

Whenever I check the .IsConnected statuses of all four controllers (btw, I am updating their gamepadstate every frame), the first controller works correctly (it reacts when I connect/disconnect it), but it’s my only controller. The other controllers are always connected. Is this a glitch or is it just how monogame works? Is there a workaround to determine whether or not a controller actually exists without requiring user input?

In which version of MonoGame does this happen for you, DirectX or OpenGL?