### 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)
String get_joy_name(int p_idx);
	TypedArray<int> get_connected_joypads();
	Vector2 get_joy_vibration_strength(int p_device);
	float get_joy_vibration_duration(int p_device);
	uint64_t get_joy_vibration_timestamp(int p_device);
	void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "");
	Vector3 get_gravity() const;
	Vector3 get_accelerometer() const;
	Vector3 get_magnetometer() const;
	Vector3 get_gyroscope() const;
	Point2 get_mouse_position() const;
	Vector2 get_last_mouse_velocity();
	BitField<MouseButtonMask> get_mouse_button_mask() const;
	void warp_mouse(const Vector2 &p_position);
	Point2i warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect);
	void parse_input_event(const Ref<InputEvent> &p_event);
	void set_gravity(const Vector3 &p_gravity);
	void set_accelerometer(const Vector3 &p_accel);
	void set_magnetometer(const Vector3 &p_magnetometer);
	void set_gyroscope(const Vector3 &p_gyroscope);
	void set_joy_axis(int p_device, JoyAxis p_axis, float p_value);
	void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0);
	void stop_joy_vibration(int p_device);
	void vibrate_handheld(int p_duration_ms = 500);
	void set_mouse_position(const Point2 &p_posf);
	void action_press(const StringName &p_action, float p_strength = 1.f);
	void action_release(const StringName &p_action);
	void set_emulate_touch_from_mouse(bool p_emulate);
	bool is_emulating_touch_from_mouse() const;
	void ensure_touch_mouse_raised();