### 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)
return get_action_strength(p_positive_action) - get_action_strength(p_negative_action);
}
Vector2 Input::get_vector(const StringName &p_negative_x, const StringName &p_positive_x, const StringName &p_negative_y, const StringName &p_positive_y, float p_deadzone) const {
	Vector2 vector = Vector2(
			get_action_raw_strength(p_positive_x) - get_action_raw_strength(p_negative_x),
			get_action_raw_strength(p_positive_y) - get_action_raw_strength(p_negative_y));
	if (p_deadzone < 0.0f) {
		
		p_deadzone = 0.25 *
				(InputMap::get_singleton()->action_get_deadzone(p_positive_x) +
						InputMap::get_singleton()->action_get_deadzone(p_negative_x) +
						InputMap::get_singleton()->action_get_deadzone(p_positive_y) +
						InputMap::get_singleton()->action_get_deadzone(p_negative_y));
	}
	
	float length = vector.length();
	if (length <= p_deadzone) {
		return Vector2();
	} else if (length > 1.0f) {
		return vector / length;
	} else {
		
		return vector * (Math::inverse_lerp(p_deadzone, 1.0f, length) / length);
	}
}
float Input::get_joy_axis(int p_device, JoyAxis p_axis) const {