### 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)
for (int i = map_db.size() - 1; i >= 0; i--) {
		if (p_guid == map_db[i].uid) {
			map_db.remove_at(i);
		}
	}
	for (KeyValue<int, Joypad> &E : joy_names) {
		Joypad &joy = E.value;
		if (joy.uid == p_guid) {
			joy.mapping = -1;
		}
	}
}
void Input::set_fallback_mapping(String p_guid) {
	for (int i = 0; i < map_db.size(); i++) {
		if (map_db[i].uid == p_guid) {
			fallback_mapping = i;
			return;
		}
	}
}
bool Input::is_joy_known(int p_device) {
	if (joy_names.has(p_device)) {
		int mapping = joy_names[p_device].mapping;
		if (mapping != -1 && mapping != fallback_mapping) {
			return true;
		}
	}
	return false;
}
String Input::get_joy_guid(int p_device) const {