### 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)
CURSOR_ARROW,
		CURSOR_IBEAM,
		CURSOR_POINTING_HAND,
		CURSOR_CROSS,
		CURSOR_WAIT,
		CURSOR_BUSY,
		CURSOR_DRAG,
		CURSOR_CAN_DROP,
		CURSOR_FORBIDDEN,
		CURSOR_VSIZE,
		CURSOR_HSIZE,
		CURSOR_BDIAGSIZE,
		CURSOR_FDIAGSIZE,
		CURSOR_MOVE,
		CURSOR_VSPLIT,
		CURSOR_HSPLIT,
		CURSOR_HELP,
		CURSOR_MAX
	};
	enum {
		JOYPADS_MAX = 16,
	};
	typedef void (*EventDispatchFunc)(const Ref<InputEvent> &p_event);
private:
	BitField<MouseButtonMask> mouse_button_mask;
	RBSet<Key> key_label_pressed;
	RBSet<Key> physical_keys_pressed;
	RBSet<Key> keys_pressed;