### 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)
ERR_FAIL_COND_V(!joy_names.has(p_device), "");
	return joy_names[p_device].uid;
}
TypedArray<int> Input::get_connected_joypads() {
	TypedArray<int> ret;
	HashMap<int, Joypad>::Iterator elem = joy_names.begin();
	while (elem) {
		if (elem->value.connected) {
			ret.push_back(elem->key);
		}
		++elem;
	}
	return ret;
}
int Input::get_unused_joy_id() {
	for (int i = 0; i < JOYPADS_MAX; i++) {
		if (!joy_names.has(i) || !joy_names[i].connected) {
			return i;
		}
	}
	return -1;
}
Input::Input() {