### 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)
singleton = this;
	
	{
		int i = 0;
		while (DefaultControllerMappings::mappings[i]) {
			parse_mapping(DefaultControllerMappings::mappings[i++]);
		}
	}
	
	String env_mapping = OS::get_singleton()->get_environment("SDL_GAMECONTROLLERCONFIG");
	if (!env_mapping.is_empty()) {
		Vector<String> entries = env_mapping.split("\n");
		for (int i = 0; i < entries.size(); i++) {
			if (entries[i].is_empty()) {
				continue;
			}
			parse_mapping(entries[i]);
		}
	}
	legacy_just_pressed_behavior = GLOBAL_DEF("input_devices/compatibility/legacy_just_pressed_behavior", false);
	if (Engine::get_singleton()->is_editor_hint()) {
		
		legacy_just_pressed_behavior = false;
	}
}
Input::~Input() {
	singleton = nullptr;
}