### 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)
OS::get_singleton()->vibrate_handheld(p_duration_ms);
}
void Input::set_gravity(const Vector3 &p_gravity) {
	_THREAD_SAFE_METHOD_
	gravity = p_gravity;
}
void Input::set_accelerometer(const Vector3 &p_accel) {
	_THREAD_SAFE_METHOD_
	accelerometer = p_accel;
}
void Input::set_magnetometer(const Vector3 &p_magnetometer) {
	_THREAD_SAFE_METHOD_
	magnetometer = p_magnetometer;
}
void Input::set_gyroscope(const Vector3 &p_gyroscope) {
	_THREAD_SAFE_METHOD_
	gyroscope = p_gyroscope;
}
void Input::set_mouse_position(const Point2 &p_posf) {
	mouse_pos = p_posf;
}
Point2 Input::get_mouse_position() const {
	return mouse_pos;
}
Point2 Input::get_last_mouse_velocity() {
	mouse_velocity_track.update(Vector2());
	return mouse_velocity_track.velocity;
}
BitField<MouseButtonMask> Input::get_mouse_button_mask() const {