### 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)
binding.outputType = TYPE_AXIS;
			binding.output.axis.axis = output_axis;
			binding.output.axis.range = output_range;
		}
		switch (input[0]) {
			case 'b':
				binding.inputType = TYPE_BUTTON;
				binding.input.button = (JoyButton)input.substr(1).to_int();
				break;
			case 'a':
				binding.inputType = TYPE_AXIS;
				binding.input.axis.axis = (JoyAxis)input.substr(1).to_int();
				binding.input.axis.range = input_range;
				binding.input.axis.invert = invert_axis;
				break;
			case 'h':
				ERR_CONTINUE_MSG(input.length() != 4 || input[2] != '.',
						vformat("Invalid had input \"%s\" in mapping:\n%s", input, p_mapping));
				binding.inputType = TYPE_HAT;
				binding.input.hat.hat = (HatDir)input.substr(1, 1).to_int();
				binding.input.hat.hat_mask = static_cast<HatMask>(input.substr(3).to_int());
				break;
			default:
				ERR_CONTINUE_MSG(true, vformat("Unrecognized input string \"%s\" in mapping:\n%s", input, p_mapping));
		}
		mapping.bindings.push_back(binding);
	}
	map_db.push_back(mapping);
}
void Input::add_joy_mapping(String p_mapping, bool p_update_existing) {