### 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)
joypad.dpad.set_flag(HatMask::RIGHT);
									joypad.dpad.clear_flag(HatMask::LEFT);
								}
							} else {
								joypad.dpad.clear_flag(HatMask::LEFT);
								joypad.dpad.clear_flag(HatMask::RIGHT);
							}
							input->joy_hat(i, joypad.dpad);
							break;
						case ABS_HAT0Y:
							if (joypad_event.value != 0) {
								if (joypad_event.value < 0) {
									joypad.dpad.set_flag(HatMask::UP);
									joypad.dpad.clear_flag(HatMask::DOWN);
								} else {
									joypad.dpad.set_flag(HatMask::DOWN);
									joypad.dpad.clear_flag(HatMask::UP);
								}
							} else {
								joypad.dpad.clear_flag(HatMask::UP);
								joypad.dpad.clear_flag(HatMask::DOWN);
							}
							input->joy_hat(i, joypad.dpad);
							break;
						default:
							if (joypad_event.code >= MAX_ABS) {
								return;
							}
							if (joypad.abs_map[joypad_event.code] != -1 && joypad.abs_info[joypad_event.code]) {
								float value = axis_correct(joypad.abs_info[joypad_event.code], joypad_event.value);