### 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)
if (p_joypad.fd != -1) {
		close(p_joypad.fd);
		p_joypad.fd = -1;
		attached_devices.erase(p_joypad.devpath);
		input->joy_connection_changed(p_id, false, "");
	}
	p_joypad.events.clear();
}
static String _hex_str(uint8_t p_byte) {
	static const char *dict = "0123456789abcdef";
	char ret[3];
	ret[2] = 0;
	ret[0] = dict[p_byte >> 4];
	ret[1] = dict[p_byte & 0xF];
	return ret;
}
void JoypadLinux::setup_joypad_properties(Joypad &p_joypad) {
	unsigned long keybit[NBITS(KEY_MAX)] = { 0 };
	unsigned long absbit[NBITS(ABS_MAX)] = { 0 };
	int num_buttons = 0;
	int num_axes = 0;
	if ((ioctl(p_joypad.fd, EVIOCGBIT(EV_KEY, sizeof(keybit)), keybit) < 0) ||
			(ioctl(p_joypad.fd, EVIOCGBIT(EV_ABS, sizeof(absbit)), absbit) < 0)) {
		return;
	}
	for (int i = BTN_JOYSTICK; i < KEY_MAX; ++i) {
		if (test_bit(i, keybit)) {
			p_joypad.key_map[i] = num_buttons++;
		}
	}