### 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 use_input_buffering;
}
void Input::set_use_input_buffering(bool p_enable) {
	use_input_buffering = p_enable;
}
void Input::set_use_accumulated_input(bool p_enable) {
	use_accumulated_input = p_enable;
}
bool Input::is_using_accumulated_input() {
	return use_accumulated_input;
}
void Input::release_pressed_events() {
	flush_buffered_events(); 
	keys_pressed.clear();
	physical_keys_pressed.clear();
	key_label_pressed.clear();
	joy_buttons_pressed.clear();
	_joy_axis.clear();
	for (const KeyValue<StringName, Input::Action> &E : action_state) {
		if (E.value.pressed) {
			action_release(E.key);
		}
	}
}
void Input::set_event_dispatch_function(EventDispatchFunc p_function) {