### 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)
#ifdef UDEV_ENABLED
	if (use_udev) {
		udev *_udev = udev_new();
		if (!_udev) {
			use_udev = false;
			ERR_PRINT("Failed getting an udev context, falling back to parsing /dev/input.");
			monitor_joypads();
		} else {
			enumerate_joypads(_udev);
			monitor_joypads(_udev);
			udev_unref(_udev);
		}
	} else {
		monitor_joypads();
	}
#else
	monitor_joypads();
#endif
}
#ifdef UDEV_ENABLED
void JoypadLinux::enumerate_joypads(udev *p_udev) {
	udev_enumerate *enumerate;
	udev_list_entry *devices, *dev_list_entry;
	udev_device *dev;
	enumerate = udev_enumerate_new(p_udev);
	udev_enumerate_add_match_subsystem(enumerate, "input");
	udev_enumerate_scan_devices(enumerate);
	devices = udev_enumerate_get_list_entry(enumerate);
	udev_list_entry_foreach(dev_list_entry, devices) {