### 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)
if (!p_joypad.force_feedback || p_joypad.fd == -1 || p_weak_magnitude < 0.f || p_weak_magnitude > 1.f || p_strong_magnitude < 0.f || p_strong_magnitude > 1.f) {
		return;
	}
	if (p_joypad.ff_effect_id != -1) {
		joypad_vibration_stop(p_joypad, p_timestamp);
	}
	struct ff_effect effect;
	effect.type = FF_RUMBLE;
	effect.id = -1;
	effect.u.rumble.weak_magnitude = floor(p_weak_magnitude * (float)0xffff);
	effect.u.rumble.strong_magnitude = floor(p_strong_magnitude * (float)0xffff);
	effect.replay.length = floor(p_duration * 1000);
	effect.replay.delay = 0;
	if (ioctl(p_joypad.fd, EVIOCSFF, &effect) < 0) {
		return;
	}
	struct input_event play;
	play.type = EV_FF;
	play.code = effect.id;
	play.value = 1;
	if (write(p_joypad.fd, (const void *)&play, sizeof(play)) == -1) {
		print_verbose("Couldn't write to Joypad device.");
	}
	p_joypad.ff_effect_id = effect.id;
	p_joypad.ff_effect_timestamp = p_timestamp;
}
void JoypadLinux::joypad_vibration_stop(Joypad &p_joypad, uint64_t p_timestamp) {