### 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)
Ref<InputEventMouseButton> button_event;
				button_event.instantiate();
				button_event->set_device(InputEvent::DEVICE_ID_EMULATION);
				button_event->set_position(st->get_position());
				button_event->set_global_position(st->get_position());
				button_event->set_pressed(st->is_pressed());
				button_event->set_canceled(st->is_canceled());
				button_event->set_button_index(MouseButton::LEFT);
				button_event->set_double_click(st->is_double_tap());
				BitField<MouseButtonMask> ev_bm = mouse_button_mask;
				if (st->is_pressed()) {
					ev_bm.set_flag(MouseButtonMask::LEFT);
				} else {
					ev_bm.clear_flag(MouseButtonMask::LEFT);
				}
				button_event->set_button_mask(ev_bm);
				_parse_input_event_impl(button_event, true);
			}
		}
	}
	Ref<InputEventScreenDrag> sd = p_event;
	if (sd.is_valid()) {
		VelocityTrack &track = touch_velocity_track[sd->get_index()];
		track.update(sd->get_relative());
		sd->set_velocity(track.velocity);
		if (emulate_mouse_from_touch && sd->get_index() == mouse_from_touch_index) {
			Ref<InputEventMouseMotion> motion_event;
			motion_event.instantiate();
			motion_event->set_device(InputEvent::DEVICE_ID_EMULATION);
			motion_event->set_tilt(sd->get_tilt());