### 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);
	if (_joy_axis.has(c)) {
		return _joy_axis[c];
	} else {
		return 0;
	}
}
String Input::get_joy_name(int p_idx) {
	_THREAD_SAFE_METHOD_
	return joy_names[p_idx].name;
}
Vector2 Input::get_joy_vibration_strength(int p_device) {
	if (joy_vibration.has(p_device)) {
		return Vector2(joy_vibration[p_device].weak_magnitude, joy_vibration[p_device].strong_magnitude);
	} else {
		return Vector2(0, 0);
	}
}
uint64_t Input::get_joy_vibration_timestamp(int p_device) {