### 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)
}
	for (const KeyValue<StringName, InputMap::Action> &E : InputMap::get_singleton()->get_action_map()) {
		if (InputMap::get_singleton()->event_is_action(p_event, E.key)) {
			Action &action = action_state[E.key];
			
			if (!p_event->is_echo() && is_action_pressed(E.key, false) != p_event->is_action_pressed(E.key)) {
				if (p_event->is_action_pressed(E.key)) {
					action.pressed = true;
					action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
					action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
				} else {
					action.pressed = false;
					action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
					action.released_process_frame = Engine::get_singleton()->get_process_frames();
				}
				action.strength = 0.0f;
				action.raw_strength = 0.0f;
				action.exact = InputMap::get_singleton()->event_is_action(p_event, E.key, true);
			}
			action.strength = p_event->get_action_strength(E.key);
			action.raw_strength = p_event->get_action_raw_strength(E.key);
		}
	}
	if (event_dispatch_function) {
		_THREAD_SAFE_UNLOCK_
		event_dispatch_function(p_event);
		_THREAD_SAFE_LOCK_
	}
}
void Input::set_joy_axis(int p_device, JoyAxis p_axis, float p_value) {