### 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 event;
}
Input::JoyEvent Input::_get_mapped_axis_event(const JoyDeviceMapping &mapping, JoyAxis p_axis, float p_value) {
	JoyEvent event;
	for (int i = 0; i < mapping.bindings.size(); i++) {
		const JoyBinding binding = mapping.bindings[i];
		if (binding.inputType == TYPE_AXIS && binding.input.axis.axis == p_axis) {
			float value = p_value;
			if (binding.input.axis.invert) {
				value = -value;
			}
			if (binding.input.axis.range == FULL_AXIS ||
					(binding.input.axis.range == POSITIVE_HALF_AXIS && value >= 0) ||
					(binding.input.axis.range == NEGATIVE_HALF_AXIS && value < 0)) {
				event.type = binding.outputType;
				float shifted_positive_value = 0;
				switch (binding.input.axis.range) {
					case POSITIVE_HALF_AXIS:
						shifted_positive_value = value;
						break;
					case NEGATIVE_HALF_AXIS:
						shifted_positive_value = value + 1;
						break;
					case FULL_AXIS:
						shifted_positive_value = (value + 1) / 2;
						break;
				}
				switch (binding.outputType) {
					case TYPE_BUTTON: