### 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)
#include "input.h"
#include "core/config/project_settings.h"
#include "core/input/default_controller_mappings.h"
#include "core/input/input_map.h"
#include "core/os/os.h"
#ifdef DEV_ENABLED
#include "core/os/thread.h"
#endif
static const char *_joy_buttons[(size_t)JoyButton::SDL_MAX] = {
	"a",
	"b",
	"x",
	"y",
	"back",
	"guide",
	"start",
	"leftstick",
	"rightstick",
	"leftshoulder",
	"rightshoulder",
	"dpup",
	"dpdown",
	"dpleft",
	"dpright",
	"misc1",
	"paddle1",