### 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)
_THREAD_SAFE_METHOD_;
	const Joypad &joy = joy_names[p_device];
	JoyEvent map[(size_t)HatDir::MAX];
	map[(size_t)HatDir::UP].type = TYPE_BUTTON;
	map[(size_t)HatDir::UP].index = (int)JoyButton::DPAD_UP;
	map[(size_t)HatDir::UP].value = 0;
	map[(size_t)HatDir::RIGHT].type = TYPE_BUTTON;
	map[(size_t)HatDir::RIGHT].index = (int)JoyButton::DPAD_RIGHT;
	map[(size_t)HatDir::RIGHT].value = 0;
	map[(size_t)HatDir::DOWN].type = TYPE_BUTTON;
	map[(size_t)HatDir::DOWN].index = (int)JoyButton::DPAD_DOWN;
	map[(size_t)HatDir::DOWN].value = 0;
	map[(size_t)HatDir::LEFT].type = TYPE_BUTTON;
	map[(size_t)HatDir::LEFT].index = (int)JoyButton::DPAD_LEFT;
	map[(size_t)HatDir::LEFT].value = 0;
	if (joy.mapping != -1) {
		_get_mapped_hat_events(map_db[joy.mapping], (HatDir)0, map);
	}