As you said it applied to other games, I had assumed (and nearly replied myself) that the problem was not in the game itself, but somewhere in the nest of HALs between hardware and game-engine. Much as others have been trying to track down.
I would normally assume that even if a press of the left-cursor spawned just enough repeated left-cursors to knock upon the door of the engine itself (to which it enacted your described eighth-turn) different core engines would require a different number of cloned event-repetitions to do the same, according to the designed-in sensitivity.
I also find it strange that if it were a "upon (single) cursor, rotate 45 degrees" config setting at the game-level that it would be set somewhere shared between such different (and certainly differently-era of design philosophy) games. Really, some Accessibility option directly associated with the games (the DirectX module dedicated to peripheral inputs? Is DirectX still a thing, these days?) might be the place to cover your described symptoms. Shared-enough to cover it all, integrated-by-design to get a consistent (if erroneous) behaviour in everything that its API is called by.
But that's very much a wild guess, . Very little chance that I've got this anywhere near the right answer. Just something else to maybe look at and then dismiss as irrelevant to your predicament. But then at least we know it isn't it, right?
Looks like I'm ninjaed. Probably proven wrong on my first paragraph, too.