### 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)
keys_pressed.insert(k->get_keycode());
		} else {
			keys_pressed.erase(k->get_keycode());
		}
	}
	if (k.is_valid() && !k->is_echo() && k->get_physical_keycode() != Key::NONE) {
		if (k->is_pressed()) {
			physical_keys_pressed.insert(k->get_physical_keycode());
		} else {
			physical_keys_pressed.erase(k->get_physical_keycode());
		}
	}
	if (k.is_valid() && !k->is_echo() && k->get_key_label() != Key::NONE) {
		if (k->is_pressed()) {
			key_label_pressed.insert(k->get_key_label());
		} else {
			key_label_pressed.erase(k->get_key_label());
		}
	}
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid()) {
		if (mb->is_pressed()) {
			mouse_button_mask.set_flag(mouse_button_to_mask(mb->get_button_index()));
		} else {
			mouse_button_mask.clear_flag(mouse_button_to_mask(mb->get_button_index()));
		}
		Point2 pos = mb->get_global_position();
		if (mouse_pos != pos) {
			set_mouse_position(pos);
		}