### 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)
event_dispatch_function = p_function;
}
void Input::joy_button(int p_device, JoyButton p_button, bool p_pressed) {
	_THREAD_SAFE_METHOD_;
	Joypad &joy = joy_names[p_device];
	ERR_FAIL_INDEX((int)p_button, (int)JoyButton::MAX);
	if (joy.last_buttons[(size_t)p_button] == p_pressed) {
		return;
	}
	joy.last_buttons[(size_t)p_button] = p_pressed;
	if (joy.mapping == -1) {
		_button_event(p_device, p_button, p_pressed);
		return;
	}
	JoyEvent map = _get_mapped_button_event(map_db[joy.mapping], p_button);
	if (map.type == TYPE_BUTTON) {
		_button_event(p_device, (JoyButton)map.index, p_pressed);
		return;
	}
	if (map.type == TYPE_AXIS) {
		_axis_event(p_device, (JoyAxis)map.index, p_pressed ? map.value : 0.0);
	}
	
}
void Input::joy_axis(int p_device, JoyAxis p_axis, float p_value) {