### 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)
int cur_val = joy_names[p_device].hat_current;
	for (int hat_direction = 0, hat_mask = 1; hat_direction < (int)HatDir::MAX; hat_direction++, hat_mask <<= 1) {
		if (((int)p_val & hat_mask) != (cur_val & hat_mask)) {
			if (map[hat_direction].type == TYPE_BUTTON) {
				_button_event(p_device, (JoyButton)map[hat_direction].index, (int)p_val & hat_mask);
			}
			if (map[hat_direction].type == TYPE_AXIS) {
				_axis_event(p_device, (JoyAxis)map[hat_direction].index, ((int)p_val & hat_mask) ? map[hat_direction].value : 0.0);
			}
		}
	}
	joy_names[p_device].hat_current = (int)p_val;
}
void Input::_button_event(int p_device, JoyButton p_index, bool p_pressed) {
	Ref<InputEventJoypadButton> ievent;
	ievent.instantiate();
	ievent->set_device(p_device);
	ievent->set_button_index(p_index);
	ievent->set_pressed(p_pressed);
	parse_input_event(ievent);
}
void Input::_axis_event(int p_device, JoyAxis p_axis, float p_value) {
	Ref<InputEventJoypadMotion> ievent;
	ievent.instantiate();
	ievent->set_device(p_device);
	ievent->set_axis(p_axis);
	ievent->set_axis_value(p_value);
	parse_input_event(ievent);
}
Input::JoyEvent Input::_get_mapped_button_event(const JoyDeviceMapping &mapping, JoyButton p_button) {