### 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)
for (int i = 0; i < JOYPADS_MAX; i++) {
		MutexLock lock(joypads_mutex[i]);
		Joypad &joypad = joypads[i];
		if (joypad.fd == -1) {
			continue;
		}
		for (uint32_t j = 0; j < joypad.events.size(); j++) {
			const JoypadEvent &joypad_event = joypad.events[j];
			
			
			if (joypad_event.code >= MAX_KEY) {
				return;
			}
			switch (joypad_event.type) {
				case EV_KEY:
					input->joy_button(i, (JoyButton)joypad.key_map[joypad_event.code], joypad_event.value);
					break;
				case EV_ABS:
					switch (joypad_event.code) {
						case ABS_HAT0X:
							if (joypad_event.value != 0) {
								if (joypad_event.value < 0) {
									joypad.dpad.set_flag(HatMask::LEFT);
									joypad.dpad.clear_flag(HatMask::RIGHT);
								} else {