### 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)
JoyEvent event;
	for (int i = 0; i < mapping.bindings.size(); i++) {
		const JoyBinding binding = mapping.bindings[i];
		if (binding.inputType == TYPE_BUTTON && binding.input.button == p_button) {
			event.type = binding.outputType;
			switch (binding.outputType) {
				case TYPE_BUTTON:
					event.index = (int)binding.output.button;
					return event;
				case TYPE_AXIS:
					event.index = (int)binding.output.axis.axis;
					switch (binding.output.axis.range) {
						case POSITIVE_HALF_AXIS:
							event.value = 1;
							break;
						case NEGATIVE_HALF_AXIS:
							event.value = -1;
							break;
						case FULL_AXIS:
							
							
							event.value = 1;
							break;
					}
					return event;
				default:
					ERR_PRINT_ONCE("Joypad button mapping error.");
			}
		}