### Godot version

4.0, 4.0.1

### System information

Windows 10

### Issue description

If Steam is open on your computer, input from a controller can be incorrectly detected as an InputEventKey. Closing Steam corrects this error.

Controller inputs should never be detected as an InputEventKey: According to the current documentation an InputEventKey is [only for keyboard events.](https://docs.godotengine.org/en/4.0/classes/class_inputeventkey.html)

**Video demonstration:** https://youtu.be/9krmPx9vYoc
**Controller used:** Dualshock 4

### Steps to reproduce

1. Run minimal reproduction project (or a script with the following code):
```
func _input(event : InputEvent) -> void:
	if event is InputEventKey:
		print ("Keyboard Event Detected")
```
2. Test if "Keyboard Event Detected" prints on Controller input with Steam open vs. with Steam closed. 

### Minimal reproduction project

[InputEventKey Controller Test.zip](https://github.com/godotengine/godot/files/11106151/InputEventKey.Controller.Test.zip)
uint64_t timestamp;
	};
	HashMap<int, VibrationInfo> joy_vibration;
	struct VelocityTrack {
		uint64_t last_tick = 0;
		Vector2 velocity;
		Vector2 accum;
		float accum_t = 0.0f;
		float min_ref_frame;
		float max_ref_frame;
		void update(const Vector2 &p_delta_p);
		void reset();
		VelocityTrack();
	};
	struct Joypad {
		StringName name;
		StringName uid;
		bool connected = false;
		bool last_buttons[(size_t)JoyButton::MAX] = { false };
		float last_axis[(size_t)JoyAxis::MAX] = { 0.0f };
		HatMask last_hat = HatMask::CENTER;
		int mapping = -1;
		int hat_current = 0;
	};
	VelocityTrack mouse_velocity_track;
	HashMap<int, VelocityTrack> touch_velocity_track;
	HashMap<int, Joypad> joy_names;
	int fallback_mapping = -1;
	CursorShape default_shape = CURSOR_ARROW;
	enum JoyType {