### 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)
HatDir hat;
				HatMask hat_mask;
			} hat;
		} input;
		JoyType outputType;
		union {
			JoyButton button;
			struct {
				JoyAxis axis;
				JoyAxisRange range;
			} axis;
		} output;
	};
	struct JoyDeviceMapping {
		String uid;
		String name;
		Vector<JoyBinding> bindings;
	};
	Vector<JoyDeviceMapping> map_db;
	JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, JoyButton p_button);
	JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, JoyAxis p_axis, float p_value);
	void _get_mapped_hat_events(const JoyDeviceMapping &mapping, HatDir p_hat, JoyEvent r_events[(size_t)HatDir::MAX]);
	JoyButton _get_output_button(String output);
	JoyAxis _get_output_axis(String output);
	void _button_event(int p_device, JoyButton p_index, bool p_pressed);
	void _axis_event(int p_device, JoyAxis p_axis, float p_value);
	void _parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated);
	List<Ref<InputEvent>> buffered_events;
#ifdef DEBUG_ENABLED
	HashSet<Ref<InputEvent>> frame_parsed_events;