### 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)
_THREAD_SAFE_METHOD_;
	JoyDeviceMapping mapping;
	Vector<String> entry = p_mapping.split(",");
	if (entry.size() < 2) {
		return;
	}
	CharString uid;
	uid.resize(17);
	mapping.uid = entry[0];
	mapping.name = entry[1];
	int idx = 1;
	while (++idx < entry.size()) {
		if (entry[idx].is_empty()) {
			continue;
		}
		String output = entry[idx].get_slice(":", 0).replace(" ", "");
		String input = entry[idx].get_slice(":", 1).replace(" ", "");
		if (output.length() < 1 || input.length() < 2) {
			continue;
		}
		if (output == "platform" || output == "hint") {
			continue;
		}
		JoyAxisRange output_range = FULL_AXIS;
		if (output[0] == '+' || output[0] == '-') {
			ERR_CONTINUE_MSG(output.length() < 2,
					vformat("Invalid output entry \"%s\" in mapping:\n%s", entry[idx], p_mapping));
			if (output[0] == '+') {
				output_range = POSITIVE_HALF_AXIS;