### 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)
joypad.curr_axis[joypad.abs_map[joypad_event.code]] = value;
							}
							break;
					}
					break;
			}
		}
		joypad.events.clear();
		for (int j = 0; j < MAX_ABS; j++) {
			int index = joypad.abs_map[j];
			if (index != -1) {
				input->joy_axis(i, (JoyAxis)index, joypad.curr_axis[index]);
			}
		}
		if (joypad.force_feedback) {
			uint64_t timestamp = input->get_joy_vibration_timestamp(i);
			if (timestamp > joypad.ff_effect_timestamp) {
				Vector2 strength = input->get_joy_vibration_strength(i);
				float duration = input->get_joy_vibration_duration(i);
				if (strength.x == 0 && strength.y == 0) {
					joypad_vibration_stop(joypad, timestamp);
				} else {
					joypad_vibration_start(joypad, strength.x, strength.y, duration, timestamp);
				}
			}
		}
	}
}
#endif