### 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)
while (!joypad_events_exit.is_set()) {
		bool no_events = true;
		for (int i = 0; i < JOYPADS_MAX; i++) {
			MutexLock lock(joypads_mutex[i]);
			Joypad &joypad = joypads[i];
			if (joypad.fd == -1) {
				continue;
			}
			input_event event;
			while (read(joypad.fd, &event, sizeof(event)) > 0) {
				no_events = false;
				JoypadEvent joypad_event;
				joypad_event.type = event.type;
				joypad_event.code = event.code;
				joypad_event.value = event.value;
				joypad.events.push_back(joypad_event);
			}
			if (errno != EAGAIN) {
				close_joypad(joypad, i);
			}
		}
		if (no_events) {
			usleep(10000); 
		}
	}
}
void JoypadLinux::process_joypads() {