### 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)
if (!p_joypad.force_feedback || p_joypad.fd == -1 || p_joypad.ff_effect_id == -1) {
		return;
	}
	if (ioctl(p_joypad.fd, EVIOCRMFF, p_joypad.ff_effect_id) < 0) {
		return;
	}
	p_joypad.ff_effect_id = -1;
	p_joypad.ff_effect_timestamp = p_timestamp;
}
float JoypadLinux::axis_correct(const input_absinfo *p_abs, int p_value) const {
	int min = p_abs->minimum;
	int max = p_abs->maximum;
	
	return 2.0f * (p_value - min) / (max - min) - 1.0f;
}
void JoypadLinux::joypad_events_thread_func(void *p_user) {
	if (p_user) {
		JoypadLinux *joy = (JoypadLinux *)p_user;
		joy->joypad_events_thread_run();
	}
}
void JoypadLinux::joypad_events_thread_run() {