### 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)
RBSet<JoyButton> joy_buttons_pressed;
	RBMap<JoyAxis, float> _joy_axis;
	
	Vector3 gravity;
	Vector3 accelerometer;
	Vector3 magnetometer;
	Vector3 gyroscope;
	Vector2 mouse_pos;
	int64_t mouse_window = 0;
	bool legacy_just_pressed_behavior = false;
	struct Action {
		uint64_t pressed_physics_frame = UINT64_MAX;
		uint64_t pressed_process_frame = UINT64_MAX;
		uint64_t released_physics_frame = UINT64_MAX;
		uint64_t released_process_frame = UINT64_MAX;
		bool pressed = false;
		bool exact = true;
		float strength = 0.0f;
		float raw_strength = 0.0f;
	};
	HashMap<StringName, Action> action_state;
	bool emulate_touch_from_mouse = false;
	bool emulate_mouse_from_touch = false;
	bool use_input_buffering = false;
	bool use_accumulated_input = true;
	int mouse_from_touch_index = -1;
	struct VibrationInfo {
		float weak_magnitude;
		float strong_magnitude;
		float duration;