### 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)
dpad = 0;
	fd = -1;
	for (int i = 0; i < MAX_ABS; i++) {
		abs_map[i] = -1;
		curr_axis[i] = 0;
	}
	events.clear();
}
#ifdef UDEV_ENABLED
static bool detect_sandbox() {
	if (access("/.flatpak-info", F_OK) == 0) {
		return true;
	}
	
	
	if (OS::get_singleton()->has_environment("SNAP") && OS::get_singleton()->has_environment("SNAP_NAME") && OS::get_singleton()->has_environment("SNAP_REVISION")) {
		return true;
	}
	if (access("/run/host/container-manager", F_OK) == 0) {
		return true;
	}
	return false;
}
#endif 
JoypadLinux::JoypadLinux(Input *in) {