### 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)
_THREAD_SAFE_METHOD_
	JoyAxis c = _combine_device(p_axis, p_device);
	_joy_axis[c] = p_value;
}
void Input::start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration) {
	_THREAD_SAFE_METHOD_
	if (p_weak_magnitude < 0.f || p_weak_magnitude > 1.f || p_strong_magnitude < 0.f || p_strong_magnitude > 1.f) {
		return;
	}
	VibrationInfo vibration;
	vibration.weak_magnitude = p_weak_magnitude;
	vibration.strong_magnitude = p_strong_magnitude;
	vibration.duration = p_duration;
	vibration.timestamp = OS::get_singleton()->get_ticks_usec();
	joy_vibration[p_device] = vibration;
}
void Input::stop_joy_vibration(int p_device) {
	_THREAD_SAFE_METHOD_
	VibrationInfo vibration;
	vibration.weak_magnitude = 0;
	vibration.strong_magnitude = 0;
	vibration.duration = 0;
	vibration.timestamp = OS::get_singleton()->get_ticks_usec();
	joy_vibration[p_device] = vibration;
}
void Input::vibrate_handheld(int p_duration_ms) {