### 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)
#ifndef INPUT_H
#define INPUT_H
#include "core/input/input_event.h"
#include "core/object/object.h"
#include "core/os/keyboard.h"
#include "core/os/thread_safe.h"
#include "core/templates/rb_set.h"
#include "core/variant/typed_array.h"
class Input : public Object {
	GDCLASS(Input, Object);
	_THREAD_SAFE_CLASS_
	static Input *singleton;
public:
	enum MouseMode {
		MOUSE_MODE_VISIBLE,
		MOUSE_MODE_HIDDEN,
		MOUSE_MODE_CAPTURED,
		MOUSE_MODE_CONFINED,
		MOUSE_MODE_CONFINED_HIDDEN,
	};
#undef CursorShape
	enum CursorShape {