### 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 = BTN_MISC; i < BTN_JOYSTICK; ++i) {
		if (test_bit(i, keybit)) {
			p_joypad.key_map[i] = num_buttons++;
		}
	}
	for (int i = 0; i < ABS_MISC; ++i) {
		
		if (i == ABS_HAT0X) {
			i = ABS_HAT3Y;
			continue;
		}
		if (test_bit(i, absbit)) {
			p_joypad.abs_map[i] = num_axes++;
			p_joypad.abs_info[i] = memnew(input_absinfo);
			if (ioctl(p_joypad.fd, EVIOCGABS(i), p_joypad.abs_info[i]) < 0) {
				memdelete(p_joypad.abs_info[i]);
				p_joypad.abs_info[i] = nullptr;
			}
		}
	}
	p_joypad.force_feedback = false;
	p_joypad.ff_effect_timestamp = 0;
	unsigned long ffbit[NBITS(FF_CNT)];
	if (ioctl(p_joypad.fd, EVIOCGBIT(EV_FF, sizeof(ffbit)), ffbit) != -1) {
		if (test_bit(FF_RUMBLE, ffbit)) {
			p_joypad.force_feedback = true;
		}
	}
}
void JoypadLinux::open_joypad(const char *p_path) {