### 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)
}
				break;
			case JoyButton::DPAD_LEFT:
				if (joy_buttons_pressed.has(_combine_device(JoyButton::DPAD_RIGHT, p_device))) {
					_button_event(p_device, JoyButton::DPAD_RIGHT, false);
				}
				break;
			case JoyButton::DPAD_RIGHT:
				if (joy_buttons_pressed.has(_combine_device(JoyButton::DPAD_LEFT, p_device))) {
					_button_event(p_device, JoyButton::DPAD_LEFT, false);
				}
				break;
			default:
				
				break;
		}
		return;
	}
	if (map.type == TYPE_AXIS) {
		JoyAxis axis = JoyAxis(map.index);
		float value = map.value;
		if (axis == JoyAxis::TRIGGER_LEFT || axis == JoyAxis::TRIGGER_RIGHT) {
			
			value = 0.5f + value / 2.0f;
		}
		_axis_event(p_device, axis, value);
		return;
	}
}
void Input::joy_hat(int p_device, BitField<HatMask> p_val) {