### 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)
return mouse_button_mask; 
}
void Input::warp_mouse(const Vector2 &p_position) {
	warp_mouse_func(p_position);
}
Point2i Input::warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect) {
	
	
	
	
	
	
	
	
	const Point2i rel_sign(p_motion->get_relative().x >= 0.0f ? 1 : -1, p_motion->get_relative().y >= 0.0 ? 1 : -1);
	const Size2i warp_margin = p_rect.size * 0.5f;
	const Point2i rel_warped(
			Math::fmod(p_motion->get_relative().x + rel_sign.x * warp_margin.x, p_rect.size.x) - rel_sign.x * warp_margin.x,
			Math::fmod(p_motion->get_relative().y + rel_sign.y * warp_margin.y, p_rect.size.y) - rel_sign.y * warp_margin.y);
	const Point2i pos_local = p_motion->get_global_position() - p_rect.position;
	const Point2i pos_warped(Math::fposmod(pos_local.x, p_rect.size.x), Math::fposmod(pos_local.y, p_rect.size.y));
	if (pos_warped != pos_local) {
		warp_mouse(pos_warped + p_rect.position);
	}
	return rel_warped;
}
void Input::action_press(const StringName &p_action, float p_strength) {