### 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 (joy_vibration.has(p_device)) {
		return joy_vibration[p_device].timestamp;
	} else {
		return 0;
	}
}
float Input::get_joy_vibration_duration(int p_device) {
	if (joy_vibration.has(p_device)) {
		return joy_vibration[p_device].duration;
	} else {
		return 0.f;
	}
}
static String _hex_str(uint8_t p_byte) {
	static const char *dict = "0123456789abcdef";
	char ret[3];
	ret[2] = 0;
	ret[0] = dict[p_byte >> 4];
	ret[1] = dict[p_byte & 0xf];
	return ret;
}
void Input::joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid) {
	_THREAD_SAFE_METHOD_
	Joypad js;
	js.name = p_connected ? p_name : "";
	js.uid = p_connected ? p_guid : "";
	if (p_connected) {
		String uidname = p_guid;