### 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)
motion_event->set_pen_inverted(sd->get_pen_inverted());
			motion_event->set_pressure(sd->get_pressure());
			motion_event->set_position(sd->get_position());
			motion_event->set_global_position(sd->get_position());
			motion_event->set_relative(sd->get_relative());
			motion_event->set_velocity(sd->get_velocity());
			motion_event->set_button_mask(mouse_button_mask);
			_parse_input_event_impl(motion_event, true);
		}
	}
	Ref<InputEventJoypadButton> jb = p_event;
	if (jb.is_valid()) {
		JoyButton c = _combine_device(jb->get_button_index(), jb->get_device());
		if (jb->is_pressed()) {
			joy_buttons_pressed.insert(c);
		} else {
			joy_buttons_pressed.erase(c);
		}
	}
	Ref<InputEventJoypadMotion> jm = p_event;
	if (jm.is_valid()) {
		set_joy_axis(jm->get_device(), jm->get_axis(), jm->get_axis_value());
	}
	Ref<InputEventGesture> ge = p_event;
	if (ge.is_valid()) {
		if (event_dispatch_function) {
			_THREAD_SAFE_UNLOCK_
			event_dispatch_function(ge);
			_THREAD_SAFE_LOCK_
		}