### 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)
Action &action = action_state[p_action];
	action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
	action.pressed_process_frame = Engine::get_singleton()->get_process_frames();
	action.pressed = true;
	action.strength = p_strength;
	action.raw_strength = p_strength;
	action.exact = true;
}
void Input::action_release(const StringName &p_action) {
	
	Action &action = action_state[p_action];
	action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
	action.released_process_frame = Engine::get_singleton()->get_process_frames();
	action.pressed = false;
	action.strength = 0.0f;
	action.raw_strength = 0.0f;
	action.exact = true;
}
void Input::set_emulate_touch_from_mouse(bool p_emulate) {